Grid setup, distance, measurement, snapping and exploration memory now use the same scene settings. A GM can line a grid up with an image, measure in the map's units, and let players remember rooms without seeing creatures in them.
Grid and distance
Grid setup is live on the canvas. Use a square grid, pointy or flat hexes, or no grid. Cell size, X/Y offset, colour and opacity move with the image while you adjust them.
Each scene stores its own distance, unit and diagonal rule. The active system supplies starting values; D&D 5e starts with 5 ft and equal diagonals. Changing one map does not change another.
Measurement and snapping
The ruler uses the scene's scale. Legs and totals include the unit, and alternating diagonals keep their count across waypoints. A GM's route appears to the table while it is being drawn. Player rulers stay local, and the route disappears when the GM cancels it, changes scenes or disconnects. It measures distance; it does not spend a character's speed.
Snapping follows that geometry. Odd and even square footprints use different centres, hexes use their cell centres, and walls can land on vertices or edge midpoints. A gridless scene turns snapping off until you return to a gridded map.
Remembered rooms
Choose strict field of view or memory for a scene. With memory on, terrain a player has already explored stays dim after they leave it. The current room is clear, unexplored terrain is dark, and a creature in a remembered room stays hidden.
Exploration survives reconnects, when a world sleeps, and restarts. A GM can reset one player's exploration or everyone's. Changing the background or scene bounds clears exploration that no longer fits the map. Manual fog remains an additional layer when the fog mod is installed.
The task guides cover grid setup, walls and doors, and fog and exploration.