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Releases: CnCNet/WorldAlteringEditor

v1.4.0

13 Jan 15:26
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New version with support for alpha lights and options for megamap image generation, making WAE able to render directly usable megamaps and map previews for both TS and RA2.

  • Added support for rendering alpha images attached to buildings and terrain objects
  • Added options for customizing map preview or megamap generation. It is now possible to crop the preview or megamap to the map's visible area, to emphasize resource-containing cells, and to mark player starting locations. These behaviours mimic the behaviour of the C&C Map Renderer tool.
  • It is now possible to hide tunnel tubes
  • Fixed issues where raised terrain could hide extra graphics of cells placed below them
    • Known issue: Cliffs are now worse at hiding objects like trees and buildings than before. However, some testing revealed that the original game is equally bad about this, so you should avoid placing objects behind cliffs even if WAE displayed them properly.
  • Fixed a bug where goodie crate overlays were offset incorrectly
  • Fixed an edge case where script actions were loaded differently from the game in case some script actions had been manually commented out
  • Fixed an edge case where task force members were loaded differently from the game in case some members had been manually commented out
  • (TS Client) Fixed a bug where text trigger lines were not loaded

v1.3.8

21 Dec 15:34
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Bugfix and application icon update.

  • Added new application icon (Credits: Crimsonum)
  • It is now possible to assign colors to connected tile types for the connected tile type selection dialog. Check DTA (master) config for examples
  • Fixed a bug where walls were drawn as flat
  • Fixed a bug where building upgrades were forcibly shared between cloned buildings and the original "source" building (iow. you couldn't change the original building's upgrades without also affecting all clones and vice-versa)
  • Fixed a bug where tunnel tubes were shifted incorrectly on map resize
  • Fixed a bug where waypoints and base nodes outside of the camera were not visible on the megamap or minimap
  • Fixed a crash when attempting to save a terrain generator preset with invalid configuration entries present

v1.3.7

18 Dec 20:02
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Hotfix release.

Fixes a bug introduced by v1.3.6 where the Flatten Ground tool remembered the height level from when it was first used and always flattened to that level of height.

Also fixes an older bug where the Redo functionality was broken for the Flatten Ground tool.

v1.3.6

18 Dec 17:01
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General refinement / QoL update. You can take it as an early Christmas present.

Contributors: Rampastring, Bittah Commander, ZivDero

  • Sidebar object categories have been reordered
  • Pressing "Apply" in lighting settings window no longer closes the window, allowing faster successive lighting adjustments. To close the window, you now click the X in the window's corner
  • Deletion Mode cursor now supports brush sizes larger than 1x1
  • Undo-ing ground flattening now undoes all changes that the user has performed by holding down the left mouse button until letting go of it
  • (TS) Tiberian Sun builds have been consolidated under one configuration that supports all modern builds of Tiberian Sun, including the Tiberian Sun Client, Steam Tiberian Sun, and FunkyFr3sh's CnCNet TS. The separate Steam build and its branch have been removed.
  • (TS) Added graphics for all low bridge frames. This also means that low bridges no longer have pink text in them
  • (TS/DTA) Added support for new "Make Ally (One-Way)" trigger action added in CnCNet ts-patches
  • Fixed a bug where shadows of high bridges overlapped the bridges themselves
  • Fixed a bug where high bridge shadows were not offset correctly
  • Fixed a bug where the map's Level lighting value was not properly applied for rendering high bridges
  • Fixed a bug where it was possible to accidentally place down objects if a placement tool was active while a window was moved quickly
  • Fixed a bug where light posts applied color tint when previewing Ion Storm lighting
  • Fixed several bugs where too dark House or HouseType (aka Country) colors were not brightened to be readable in the UI
  • Fixed bug where depth was not handled properly for extra graphics that overlapped nearby cells
  • (DTA) Fixed depth issues with light posts and meteor spreaders

v1.3.5

23 Nov 21:29
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Minor update for rendering fixes and new functionality.

  • Made it possible to move base nodes with the base node management tool
  • Added support for DrawFlat=yes for overlay types, meaning Tiberium, Ore and similar overlay will never overlap units anymore
  • Fixed overlay shadows using the wrong frame
  • Fixed depth rendering of large overlays that overlap multiple cells
  • (DTA) Fixed depth rendering of large terrain objects such as impassable bush and tree groups

v1.3.4

18 Nov 18:22
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Small maintenance patch.

  • Added "Repeat Last Connected Tile" keyboard command and menu option, defaults to Ctrl + D
  • Changed default hotkey of "Place Connected Tile..." keyboard command from Ctrl + D to Alt + D. This matches the terrain generator where repeat is Ctrl + G and configuration is Alt + G
  • Fixed a bug where the active house was not always displayed as the owner of the object in object placement preview
  • (RA2/YR) Removed "None" item from string selection window. This also fixes a bug where WAE would crash upon selecting said item. If you want to close the string selection window without selecting an item, press X on the upper-right corner of the window
  • (RA2/YR) Fixed a bug where parameters of action 125 were written incorrectly
    • For modders: this was fixed by adding support for the BuildingName trigger parameter type
  • (RA2/YR) Fixed bugs in several trigger actions where the waypoint parameter was written incorrectly

v1.3.3

24 Oct 15:16
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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

13 Oct 23:26
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Hotfix release. Fixes a crash when a building animation shape was null.

v1.3.1

13 Oct 22:24
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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

06 Oct 22:58
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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-z-rendering

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.
wae-height-cursor

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