Releases: CnCNet/WorldAlteringEditor
v1.3.3
Bugfix release.
Common changes
- Default HouseType color has been changed from black to white (mainly concerns HouseTypes/Countries that have no section in the map file)
- Fixed bug where turret animations were locked to a specific facing
- Fixed default tech level of generated standard houses to be 10 instead of 7
RA2/YR specific
- (YR) Added support for Marble Madness graphics for some NEWURBAN tiles. These graphics reuse URBAN Marble Madness tile graphics, meaning some of them are incorrect, but it's better than not having Marble Madness mode graphics at all. FA2 also does the same
- (RA2/YR) Countries are now written to the map starting from ID 0 instead of using the number of countries in rulesmd.ini as first ID
- (RA2/YR) Fixed a bug where sections for countries modified in the map were not written if the map had no custom countries added
- (RA2/YR) Fixed missing linebreak between "Waypoint" and "TransportWaypoint" in the hover-on info panel of the TeamType selection window
v1.3.2
Hotfix release. Fixes a crash when a building animation shape was null.
v1.3.1
This release mainly improves WAE's scripting capabilities.
- (YR) Added support for Ares scripting elements
- Added sort buttons to TaskForces, Scripts, TeamTypes and Triggers windows
- Added search and sort options to TaskForces window
- Added "View References" context menu option to TaskForces, Scripts, and TeamTypes windows
- Added per-item context menu to Triggers window
- Added "Recent files" list to main menu
- Added map error check for a trigger pointing to a housetype that does not exist
- Added name of offending file to error thrown when WAE fails to load a TMP file
- TaskForces are now colored according to the team that uses them, if any
- Added support for AITriggers to scripting element ID regeneration
- Fixed scripting element ID regeneration to remap old IDs to new IDs for trigger event and action parameters
- Fixed a bug where the list was not always scrolled to view the newly-added element when creating new TaskForces, Scripts, TeamTypes or Triggers if scripting elements had been deleted previously
- Fixed a bug where building animations were sometimes overlapped by the building
- Removed sort options from context menu in Scripts, TeamTypes and Triggers windows (replaced by sort button instead)
v1.3.0
This release brings further rendering improvements along with a lot bug fixes.
Depth is now rendered at an individual level for each pixel, fixing edge cases where nearby objects like trees were incorrectly drawn above or below buildings that were not square in shape.
WAE also has a new height cursor which is visually stronger than before. Now you can see the cell's height from the number of dashed lines.
Full changelog:
- Implemented pixel-based depth rendering
- Changed height cursor to be stronger and dashed
- Improved logic for cloning triggers for easier difficulty levels. The function will no longer create duplicate (based on name) TaskForces and Teams if you clone multiple triggers that use the same instance of a team
- Waypoints outside of the camera view are no longer drawn. This can slightly improve performance on maps with high amounts of waypoints
- Base nodes outside of the camera view are no longer drawn. This can slightly improve performance on maps with high amounts of base nodes
- Fixed a bug where voxel rendering could cause terrain to flicker
- Fixed a bug where large buildings got dragged and moved on double-click unless they were clicked on the top-most foundation cell
- Fixed a bug where AITrigger per-difficulty cloning did not save Medium-difficulty AITriggers
- Fixed a bug where Auto-LAT could cause graphical artifacts (black tiles) to appear
- Fixed a bug where Auto-LAT was previewed over an area 10 times larger than intended
- Fixed a bug where overlay was drawn over units
- (RA2/YR + Ares) Fixed a crash when a building used custom foundation shapes
- Updated SixLabors.ImageSharp 3rd party library to fix potential security issues
v1.2.4
This hotfix release fixes a bug where buildings that had no main shape (for example, helipads or service depots that consisted only of a bib) were not rendered at all.
v1.2.3
v1.2.2
Update to fix remaining issues of the new renderer.
- Fixed a bug where vehicles could overlap their own turrets
- Fixed a bug where buildings could overlap their own turrets and animations
- Made it less likely for vehicles to show up behind trees
v1.2.1 (beta)
Another beta release of the new renderer, bringing roughly 10-20% more performance compared to the earlier release depending on situation.
Changes compared to previous release:
- Implemented batched rendering of objects
- Fixed incorrect voxel lighting
- Fixed incorrect rendering of base nodes
- Fixed transparency support being broken for anims and PNG textures
v1.2.0 (beta)
Significant update for both features and performance.
This update comes with a partially rewritten and much more optimized renderer that should work more smoothly especially when painting terrain on low-end PCs. Performance improvement varies from low double-digit percentages to over 300%, and is highest on maps that have a low amount of objects. The more objects a map has, the smaller the performance improvement becomes, but it should always be significant.
If you need further performance improvement, you can now disable shadows in the WAE launch menu.
This rewritten renderer can theoretically come with issues related to z-rendering and shadows, hence why this update is currently in beta status. Please report any bugs on the C&C Mod Haven Discord community, #wae-chat channel.
Finally, let me highlight the new WAE user manual, containing some tips and tricks for advanced use: https://github.com/Rampastring/WorldAlteringEditor/blob/master/docs/Manual.md
Full changelog:
- Added a new "Copy Custom Shape" tool. This tool allows you to copy arbitrarily shaped areas instead of only rectangular areas
- Rewritten renderer to skip a terrain rendering pass and make another terrain rendering pass batched instead of unbatched
- Added advanced tool for cloning AITriggers for easier difficulty levels (Credits: Shush)
- (TS+DTA) Added map issue check for using WAYPT_SPECIAL (waypoint #100) in the map
- The AITrigger condition object type field has been changed from a text box into a pop-up selector (Credits: Shush)
- You can now specify connected tile connection point directions with direction names instead of only a mask (Credits: ZivDero)
- (RA2/YR) Fixed bug where trigger owner was searched from houses instead of housetypes. This could result in the owner of a trigger looking empty upon selecting a trigger, even when the trigger actually had a valid owner
- (TS+DTA) Fixed a bug where generating standard houses did not assign their colors properly in the editor until you saved and reloaded the map
v1.1.8
This release mainly brings improvements to WAE's scripting capabilities.
- Added search text fields for Triggers, Scripts and TeamTypes (Credits: Shush)
- Added "Go to Target" button for specific trigger action parameters (Credits: Shush)
- (DTA) Added support for more connected terrain types (Credits: Bittah Commander)
- Extended waypoint support from 701 to up to
2^31 - 1
waypoints. Game-specific waypoint limit is still defined inMaxWaypoint
inConfig/Constants.ini
(Credits: ZivDero) - Script and TaskForce selection windows have been widened by 50 pixels
- WAE no longer crashes when a TileSet of a connected terrain type is missing. Instead, a warning is logged and the offending connected terrain type is not listed as available in the user-interface
- Fixed a bug where the map was shifted to the south when the map was resized in non-even amounts to the west or east
- Fixed incorrect handling of
Image=
for BuildingTypes when it was specified in both the building's Rules.ini and Art.ini sections