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v0.9.7

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@Rampastring Rampastring released this 29 Jan 23:23
· 329 commits to master since this release

EDIT: There was a flaw in the Yuri's Revenge build that made the editor crash when this release was first published. It has now been fixed.

Minor release that implements most remaining missing functionality compared to FS/FA2, provides various enhancements and fixes bugs.

Contributors: Rampastring, ZivDero, Morton

Full change log compared to previous release:

  • Enabled maximize box in WAE window title bar
  • Added support for adjusting tile height on placement with keys (default: PageUp and PageDown)
  • Added a C# script for counting all credits on the map
  • You can now assign colors to waypoints
  • Added a hover-on preview for Stealth Generator radius
  • Added a hover-on preview for Sensor Array radius
  • Added a hover-on preview for Gap Generator radius
  • Added a starting level selector to the "Create new map" window (enable only when height levels are enabled, so excludes DTA)
  • Added a tool for placing down a veinhole monster
  • (TS) Added Veins into the Connected Overlays selector
  • (RA2/YR) Added support for parsing string tables (.csf fiiles) and selecting string table entries as trigger parameter values
  • (RA2/YR) Added support for building IdleAnims and SuperAnims
  • (RA2/YR) Added support for parsing ElitePrimary=, EliteSecondary=, as well as IFV weapons
  • Modified MIX loading to act more like the game. This means that files in earlier-loaded MIX files are preferred in case of conflicts
  • Added support for loading "indexed" and "wildcard" MIX names commonly used by TS and RA2/YR and their mods, such as EXPANDxx.MIX, EXPANDMDxx.MIX, ECACHExx.MIX and ECACHE*.mix
  • Search in object selection windows and TileSet search are now filter-based
  • You can now press Enter to select the active item in object selection windows
  • The editor now runs at a much lower framerate when it is not the active window to save power
  • Waypoints are now drawn as cell-shaped instead of as rectangles
  • The editor now applies a default brush size when height tools are activated. For the "raise ground" tools this is 3x3, while for the "lower ground" tools this is 2x2
  • Improved origin height level calculation for tile placement to always calculate the origin height like brush size was 1x1, irrespective of the real brush size (to match FS/FA2 behaviour)
  • Adjusted origin height level calculation algorithm to allow directly replacing back cliffs with other back cliffs
  • Voxel rendering has been minorly optimized
  • Fixed a bug where tile rendering did not properly take preview height level into account
  • Fixed a bug where cliffs were sometimes not getting completely rendered
  • Fixed a bug where the 2x2 sized ground raising brush was able to break terrain with existing ramps
  • Fixed a crash when attempting to render a unit with an empty voxel model
  • Fixed a crash when attempting to load a map that contains invalid or non-existent TaskForce entries
  • Fixed a bug where the "Calculate Credits" tool did not take the outermost line of cells into account when calculating credits for the area
  • Fixed a bug where the terrain generator counted "Beach" (0xA) terrain as passable for land units
  • Fixed a bug where the editor could add a type to a typelist multiple times if it existed multiple times within a defining INI section (eg. [BuildingTypes])