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[Support] Update Development Branch (#1001)
* add typo report template (#971) Co-authored-by: Psitacus <walther.johnson@ucalgary.ca> * Fix/fix weapon damage datas in sheet (#988) * Temp ActionField attack type missing * Move missing attack type to getModel * Fix weapon base attack reseting on update * [PR]Fix/allow deal damage button use owner (#985) * Temp ActionField attack type missing * Move missing attack type to getModel * Fix player not allowed to use Deal Damage button if Actor not assigned * Fix/add translation key for Unarmed Attack (#973) Co-authored-by: Chris Ryan <chrisr@blackhole> * Add setup script for development (#981) * [PR] testing something (#995) * testing something * added template for PR test * Initial Commit (#992) --------- Co-authored-by: Psitacus <59754077+Psitacus@users.noreply.github.com> Co-authored-by: Psitacus <walther.johnson@ucalgary.ca> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com> Co-authored-by: Chris Ryan <73275196+chrisryan10@users.noreply.github.com> Co-authored-by: Chris Ryan <chrisr@blackhole> Co-authored-by: Luiz HD Costa <luiz.costa@hey.com> Co-authored-by: Nikhil Nagarajan <potter.nikhil@gmail.com>
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15 changed files with 186 additions and 25 deletions
27
tools/run-start.mjs
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27
tools/run-start.mjs
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#!/usr/bin/env node
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import { spawn } from 'child_process';
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import fs from 'fs';
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// Load .env file if it exists
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if (fs.existsSync('.env')) {
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const envFile = fs.readFileSync('.env', 'utf8');
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envFile.split('\n').forEach(line => {
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const [key, value] = line.split('=');
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if (key && value) {
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process.env[key] = value;
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}
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});
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}
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// Set defaults if not in environment
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const foundryPath = process.env.FOUNDRY_MAIN_PATH || '../../../../FoundryDev/main.js';
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const dataPath = process.env.FOUNDRY_DATA_PATH || '../../../';
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// Run the original command with proper environment
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const args = ['rollup -c --watch', `node "${foundryPath}" --dataPath="${dataPath}" --noupnp`, 'gulp'];
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spawn('npx', ['concurrently', ...args.map(arg => `"${arg}"`)], {
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stdio: 'inherit',
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cwd: process.cwd(),
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shell: true
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});
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