Releases: CnCNet/WorldAlteringEditor
Release list
v1.6.7
Hotfix release.
- WAE now shows a white screen for less time when opening a map, instead the main menu is shown for slightly longer and the resolution changed later in the map loading process
- Fixed crash when rendering aircraft
- Fixed issue where a vehicle's turret was not always drawn on top of the vehicle itself
- Fixed bug where main menu was not fully upscaled at 4K
v1.6.8
Fixes an issue where sub-windows (for example, event and action selection windows of the Triggers window) were off-center and too small on high resolution monitors unless you manually resized the main editor window.
v1.6.6
Maintenance release.
- Added version string to main menu
- Lighting from disabled (powered-down) light posts is no longer shown by default
- Added
View -> Toggle Light From Disabled Buildingsoption to preview light from powered-down light posts - Reduced microstutter when scrolling the camera by optimizing away temporary heap memory allocations made during map rendering
- Improved scaling of main menu on high-resolution displays (1440p, 4K etc.)
- Increased depth offset of turrets to combat incorrect rendering of large voxels with turrets (assumed to be due to float imprecision)
v1.6.5
Hotfix. Fixes a crash when using the overlay frame selector or tile selector.
v1.6.4
- The "Search Unit" field is now automatically activated when you click "Add Unit" on the TaskForces window, saving you a click when adding units to taskforces
- Improved remap colors of base nodes
- Fixed a crash when rendering base nodes of buildings that that had a remapable bib with no remapable pixels
- Fixed some edge cases where depth was incorrect (some pixels of buildings weren't rendered, or a turreted building could show up through a tree placed right below the building)
v1.6.3
Hotfix release.
Fixes a bug where the overlay frame selector was unusable ever since v1.6.1 (wasn't adjusted for new sprite-sheet based rendering).
v1.6.2
Third and possibly final release of the recent batch of major rendering improvements.
- Fixed an issue where objects were half-invisible on Nvidia graphics cards
- Depth rendering is now handled by vertex positions in 3D space and the GPU's interpolation instead of manual depth value writing in the pixel shader. This fixes the aforementioned bug, simplifies code, and also reduces the editor's use of VRAM.
- Accuracy of depth rendering has been improved, especially when it comes to cliff-backs hiding objects like trees and buildings (WAE might now be very well be better at it than Tiberian Sun or Red Alert 2 - be careful when placing objects behind cliffs).
- Fixed a crash (introduced in version v1.6.0) when using the Draw Connected Tiles tool
- Fixed a bug where scrolling the map was impossible when the editor was running at over 500 FPS
- Rendering of base nodes and waypoints has been optimized
- Spotlight tower direction arrow visuals have been improved
- Miscellaneous rendering fixes and improvements
v1.6.1
This release brings another massive performance improvement by utilizing multiple techniques. Average frame-rate on AMD GPUs compared to version 1.5.x is now more than 10x higher, and also multiple times higher than on version 1.6.0. Nvidia GPUs likely also perform multiple times better, but haven't been benchmarked yet.
- Object sprites are now collected into sprite-sheets on map load, preventing the GPU from having to do texture swaps and allowing much more aggressive batching of draw-calls, which lowers CPU overhead
- WAE now has custom batchers for rendering both terrain and most kinds of objects, further reducing CPU usage compared to MonoGame's standard SpriteBatch
- Terrain and object rendering shaders have been rewritten and are now somewhat lighter to compute
- Fixed crashes in terrain generation introduced by v1.6.0 (Credits: Shush)
- Fixed terrain objects having an extra dollar sign in front of their name on the cell info display
v1.6.0 (beta)
Major release with optimized texture loading code. Released as a beta due to significant code refactoring: this version should mostly work, but there might be edge case bugs that cause crashes or visual strangeness.
WAE now combines all TMP terrain textures into one single mega-texture for rendering, saving the GPU driver from having to switch the active texture all the time, which particularly hurt performance on modern high-performance AMD Radeon GPUs. This should bring a performance increase between 50% and 700% depending on your hardware, with slower hardware seeing boosts from the lower end, and the highest gains observed on AMD Radeon RX 9000 series, likely because AMD's DX11 driver isn't as optimized as Nvidia's. This change slightly increased VRAM use, but the difference is unlikely to significantly reduce performance.
Other changes:
- Houses can now be cloned
- Added a window for quickly creating a team of mutually allied houses (Credits: Shush)
- Added map issue check for multiple houses having the same name
- Check box textures are now larger
- Terrain Generator no longer places terrain objects on roads (Credits: Shush)
- House Statistics now display alliance information (Credits: Shush)
v1.5.4
Minor maintenance release.
- Add C# script for activating a "Assign Area Guard Mission" cursor action, mainly as an example for programmers interested in making their own scripts that activate custom cursor actions
- House statistics are now refreshed when enabling or disabling AI building repair for all buildings of a house (Credits: Shush)
- (TS) Added support for Vinifera's enhanced text trigger action parameters and variable locals (Credits: Shush)
- (YR) Fixed LAT panel not accepting input near the bottom border of the LATs
- (YR) Fixed AITrigger condition options not including RA2/YR-specific conditions
TrainBridgeSet=is no longer required to be specified in the theater INI (please still avoid removing stock game keys from the theater INIs)- Updated ImageSharp and XNAUI libraries
- Added parser constants for cell width and height