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