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Releases: CnCNet/WorldAlteringEditor

v0.9.9.4 (RC4)

10 Mar 23:24
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Minor update for better Steam TS and RA2/YR compatibility.

  • Fixed default game directory lookup for Steam TS and RA2/YR
  • Fixed an issue that caused Steam TS to crash when selecting maps saved with WAE
  • Fixed an issue that caused Firestorm assets to be invisible when using WAE with Steam TS

v0.9.9.3 (RC3)

10 Mar 21:46
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Minor release, mainly for supporting the Steam version of Tiberian Sun.

  • Lighting preview is now enabled by default
  • Added lighting toggles to View menu
  • Improved depth-sorting of bridges
  • WAE no longer crashes if an infantry sequence is missing, instead a warning is logged for it (I'd prefer WAE to crash in this case as it's a "modder mistake", but unfortunately vanilla TS has a missing infantry sequence)
  • WAE no longer crashes if saving the map fails, instead an error message is displayed
  • WAE no longer crashes on startup if erasing the previous session's log file fails
  • Fixed a bug where Tiberium was always affected by ambient light

v0.9.9.2 (RC2)

10 Mar 10:59
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We decided to include a few more features in v1.0 after all. Also features a significant number of bugfixes.

Contributors: Rampastring, Starkku, ZivDero

Full change log:

  • Added support for light posts in map lighting preview
  • Added support for Level and Ground lighting keys
  • Added sidebar preview for voxel units
  • Added a map issue check for a trigger having too many actions
  • Added parsing of SuperWeaponTypes from Rules and suggesting them for trigger events and actions that refer to SuperWeaponTypes
  • Improved tunnel tube placement tool
  • TechnoType selection window now includes names and indexes of Technos in addition to only the INI names
  • The editor now immediately asks for trigger event or action type when adding a new trigger event or action
  • Sub-windows that are too large to fit within WAE's window are now centered
  • Fixed crashes when a voxel unit had no voxel graphics or had an empty voxel graphic
  • Fixed a crash when a building had more upgrades than specified as its maximum number of upgrades in Rules.ini
  • Fixed a bug where sidebar building previews could sometimes contain parts of other buildings
  • Fixed a bug where AITriggers' Secondary team was assigned to be the same as the Primary team when loading a map
  • Fixed a bug where placing down a veinhole monster did not trigger a screen redraw
  • Fixed a bug where color index 0 was drawn on voxels
  • Fixed a bug where voxel units that had only a turret but no main body were drawn as text
  • Fixed a bug where buildings that only had a turret but no main body were drawn as text
  • Fixed an issue where terrain generator presets did not support tilesets that contain a comma in their name
  • (YR) Fixed the CellTag graphic not being large enough to fill a cell
  • (YR) Implemented TerrainObject collections

v0.9.9.1 (RC)

01 Mar 22:05
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Minor update to catch the official release up with additions made since v0.9.9.

If no new bugs or major issues are found from this version, this version might become v1.0. Hence why this is called a Release Candidate (RC) build.

Changes since version 0.9.9:

  • The editor now requires .NET 8 instead of .NET 7 to run
  • Added a function for generating an embedded map preview to the map file (File->Generate Map Preview...)
  • Added a function for extracting a megamap image of the map (File->Extract Megamap...)
  • Added buttons for context menu actions to the scripts window
  • Added AllowedTheaters= key for all object types and collection types. This is a comma-separated list of allowed theaters for an object and can be used to filter objects out from specific theaters.
  • (TS) Added some basic presets for the terrain generator
  • Building upgrades are now listed in the sidebar (for base node placement purposes)
  • Deletion behaviour has been normalized between Triggers, TaskForces, Scripts and TeamTypes
  • The terrain generator configuration window is no longer closed on pressing "Apply" if the given configuration has a mistake or error in it
  • Unhandled exception logs now include the build number of the editor executable
  • Fixed a crash when attempting to render a building with a nonexistent image
  • Fixed a crash when attempting to render a base node for a bulding that has a bib with an empty first SHP frame
  • Fixed a bug where lighting couldn't be disabled from the tile selector after it had been enabled once
  • Fixed sidebar terrain object collection previews getting drawn in entirely black colors
  • Fixed a crash when attempting to load a terrain generator preset with over 8 overlay groups
  • Fixed checkbox container panel in house allies configuration window sometimes not being high enough to accommodate all houses
  • Fixed a bug where some overlays had 1 less frame loaded than they actually contain

v0.9.9

25 Feb 19:22
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World-Altering Editor v0.9.9

Major update with new features, bugfixes and significant performance improvements. Possibly the last one before version 1.0.

Contributors: Rampastring, Morton, ZivDero

Changes compared to v0.9.8:

  • Added support for previewing global map lighting. You can do this by changing the Lighting Preview mode in Edit->Lighting. Does not yet support light posts, support for them is currently planned for later this year
  • Implemented paletted rendering of objects. This slightly reduces the editor's VRAM consumption and made it possible to implement support for previewing map lighting
  • Massively optimized VRAM use of voxels, by between 90% and 95% for a typical RA2/YR voxel model
  • Implemented rendering of building upgrades
  • Added support for rendering building bibs in the sidebar building preview
  • Added a button for opening the trigger related to a team's attached tag to the TeamTypes window
  • Added a map load error check for a house having an invalid base node
  • (RA2/YR) The editor now writes a dummy black preview to the map file and reorders the [Preview] and [PreviewPack] sections to be at the top of the INI file. This is required by builds of Red Alert 2 and Yuri's Revenge that do not use the Phobos engine extension
  • (RA2/YR) Added support for parsing Ares' [WeaponTypes] section
  • Object deletion is now performed through the Undo/Redo system. This means you can un-do deletions of objects
  • The "Building with Property" aka "building target" selection window now has the targeting mode in a dropdown separately from the list of buildings
  • The height of tree view lines on the sidebar is now customizable through /Config/UI/UIConstants.ini. Higher values reduce space-efficiency, but allow the sidebar to display larger preview images, which might be a desirable tradeoff for some mods
  • Fixed rendering in Framework Mode for tiles that did not have unique Framework Mode graphics
  • Fixed incorrect sorting of building animations, which often lead to flickering building animations
  • Fixed a bug where sometimes not all valid overlay frames were displayed on the overlay frame selector
  • Fixed a bug where a hotkey was displayed incorrectly when it was reseted
  • Fixed a crash when attempting to free memory of an empty voxel model frame, typically when loading a different map after already having loaded a map
  • Fixed a bug where the minimap was not updated when certain editor settings were changed (for example, by toggling 2D mode or framework mode)

v0.9.8

15 Feb 22:45
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New major release! We are getting close to non-beta status, towards version 1.0.

Change log compared to v0.9.7.1:

  • Added rendering of voxel turrets and voxel barrels
  • Added parsing of AI.ini and AIFS.ini. The editor now accepts references to AI.ini TaskForces, Scripts, and TeamTypes in all AI scripting elements
  • Added TaskForce cost display to the TaskForces window
  • Added a window for configuring which object types are deleted with the deletion tool and deletion hotkey. You can access this through Tools -> Deletion Options
  • Added "None" item to AITrigger TeamType selection
  • Added a "Toggle Fullscreen Mode" option to the View menu. This performs the same action as pressing F11
  • Added a window for configuring which object types are rendered on the map
  • Added support for adjusting tile height offset when pasting copied terrain. Default keys for this are PageUp and PageDown, like in the old FS/FA2 editors
  • Implemented paletted rendering of terrain tiles. This slightly reduces the editor's VRAM use (which is, sadly, offset by voxel barrels in the majority of use cases), and opens the door to efficiently previewing map lighting in the editor in the future
  • Added a "Center of Map" option to the View menu
  • Added an advanced trigger editor option for clearing all CellTags related to a specific trigger
  • Added a map load error message for an AITrigger having a nonexistent primary team
  • (TS) Added support for the YDrawFudge= key of TerrainTypes
  • The "Allies" text box in the Houses window has been replaced with a graphical ally selection window
  • The "Flatten Ground" tool now supports lowering ground
  • The "Flatten Ground" tool now supports brush sizes
  • The "Flatten Ground" tool now defaults its brush size to 2x2
  • Prevented accidental editor sub-window dragging by moving the cursor on a window while holding the primary mouse button
  • CellTags and Waypoints are now prioritized when deleting objects from the map
  • The layouts of object selection windows are now refreshed when the editor window is resized
  • The map object deletion key is now ignored if a text box is selected
  • The width of the editor sidebar is now adjustable through MapEditorSettings.ini, [General] SidebarWidth=. Defaults to 250, which is the same size as it has always been
  • (RA2/YR) The editor no longer crashes when a custom building palette is missing
  • Fixed a bug where the AITriggers window failed to detect used global TeamTypes
  • Fixed a bug where objects owned by multiple owners did not always have the correct remap color in the sidebar
  • Fixed a bug where the editor skipped loading waypoints when multiple waypoints existed on one cell
  • Fixed an issue where the ground lowering tools cleared cell details from an excessively large area
  • Fixed an outdated text string in the "houses are required to exist for defining base nodes" message
  • (RA2/YR) Fixed a crash when a house has no Country= specified. Instead, the editor defaults the house's country to the first country that is defined in Rules.ini, and gives you a warning about it. This behaviour is consistent with the game itself.

v0.9.7.1

30 Jan 22:16
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Hotfix release to fix a few bugs that slipped into the previous release.

  • Fixed a bug in object selection windows where the object list was moved to top when the search box was unselected
  • Fixed a bug where the editor's display mode was reinitialized when a map was reloaded or another map was loaded with a map already open
  • Added a workaround for a crash in a 3rd party dependency library when switching from one map to another
  • Removed logging from loading HVA files

v0.9.7

29 Jan 23:23
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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])

v0.9.6

15 Jan 01:36
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New release, primarily for voxel rendering support and for big improvements in memory usage, but also comes with some other improvements.

Thanks to ZivDero for his initial implementation of voxel rendering, which we then optimized together to make it sufficiently performant.

Change log:

  • Added voxel rendering. This means that TS/YR vehicles and aircraft are now drawn properly.
  • The editor now loads SHP graphics as required for rendering objects instead of loading them all on startup. This massively lowers memory (RAM) and video memory (VRAM) use for the typical map, and also makes most maps load significantly faster.
  • Lowered memory (RAM) usage by freeing original TMP color data after the TMPs have been converted into GPU-rendering-compatible DirectX texture instances
  • Added aircraft options window, accessible by double-clicking on an aircraft on the map
  • Added support for the NoShadow Rules.ini key
  • Replaced object HP text boxes with sliders in object options windows
  • Fixed a bug where terrain at a specific height level wasn't replaced at the same height level upon painting over it
  • Fixed a crash in the "Select Building Target" window when hovering over or selecting the "None" item

v0.9.5

08 Jan 22:03
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First beta build with official support for Yuri's Revenge!

Authors: Rampastring, Morton, ZivDero

Special thanks to Morton and ZivDero for various features required for proper Yuri's Revenge support. You can view the commit history for full credits.

In addition to YR support, this release features improved height tools, some QoL improvements, and various bug fixes.

This is only a first implementation of proper Yuri's Revenge support and so there might be bugs. If you encounter any, please report them and we will fix them for the next release!

Significant changes compared to the previous release build:

  • Added support for RA2/YR [Countries]. As a prerequisite to this, Houses and HouseTypes are now internally split to different objects in the editor's codebase.
  • Added support for painting damaged walls
  • Added a tool for finding a specific waypoint on the map
  • Added "View" menu into the top bar
  • Added a tool for changing the height level of all cells on the entire map
  • Added "Building with Property" (BwP) target selection for "Attack Enemy Structure" and "Move to Enemy Structure" team script actions
  • Added map issue check for triggers being attached to themselves
  • Added a confirmation dialog for deleting triggers to protect against misclicks
  • Added object counts to house statistics in houses window
  • Added optional color coding support to terrain generator presets
  • Added optional color coding support to TileSets
  • (TS) Added support for new "Erase Attached Object" trigger action added to ts-patches
  • (YR) Added a window for editing RA2/YR Country properties
  • (YR) Added support for YR <Player@X> fake player houses
  • (YR) Added support for YR-specific TeamType properties
  • (YR) Added support for configuring Psychic Dominator lighting
  • The ground flattening tool no longer "sees through" cliffs, making it easier to use with back cliifs
  • Made it possible to revert steps in the tunnel tube placement tool
  • Moved "Houses" from the "Edit" menu to under the "Scripting" menu
  • Improved the waypoint placement window
  • Improved the names and descriptions of various trigger events and actions and team script actions
  • Fixed a bug where the editor's height tools did not take the Morphable= setting of TileSets into account
  • Fixed a bug where undo/redo entries were not cleared when the map was resized, leading attempting to Undo into crashing the editor or doing nonsensical things
  • Fixed a bug where TaskForce unit selection was not refreshed when changing the TaskForce in the TaskForces window
  • Fixed a bug where the sizes of the overlay, smudge and terrain object list panels was not refreshed when the window size was changed
  • Fixed a bug where the "Flash Team" trigger action had incorrect parameter types, making it unusable
  • Fixed a bug where triggers could be given nonsensical names when cloning them for easier difficulty levels
  • Fixed a bug where the editor would corrupt triggers when saving triggers that contained unknown action types
  • (TS) Fixed a bug where SpawnX houses did not use their proper indexes by default
  • (YR/Phobos) Fixed Phobos INI section inheritance to be fully recursive