Releases: CnCNet/WorldAlteringEditor
v1.4.5
Small maintenance/QoL update.
- Added smart script action cloning. When you clone a script action that uses a waypoint, the next waypoint is automatically assigned for the new script action if that waypoint exists on the map. By holding Alt while cloning, you can also clone downwards on the list of placed waypoints. If you don't like this new behaviour, you can disable it in the settings panel on the startup screen.
- Added script for disabling debug triggers (Credits: Shush)
- Added target FPS option. Setting the frame rate lower can help save power when mapping on battery-powered mobile devices.
- Light posts' lighting settings are now re-read from the map INI when the map INI is modified outside of the editor
- Triggers window now uses wider layout on screens that are at least 1920 pixels wide (was previously limited to screens wider than 1920 pixels)
- Triggers window now adjusts its layout if you resize the screen
- Auto-saves are now written with a timestamp into a subdirectory inside WAE's directory. This particularly fixes an issue where running multiple instances of WAE with different maps open made auto-saves unreliable as all instances were writing to the same file.
- Fixed script color not getting applied when cloning a script (Credits: Shush)
v.1.4.4 (re-release)
Re-release of version 1.4.4. The earlier release contained a large bunch of extra DLLs in the ZIP, causing WAE to fail to launch on many systems. This one has the problem solved.
The underlying reason for the problem was updating MonoGame to 3.8.3. The new version of MonoGame references Microsoft.NETCore.App directly, leading into all dependencies of Microsoft.NETCore.App, including a large bunch of native DLLs, getting thrown into the build output.
v.1.4.4
Significant maintenance/QoL update.
- Added action history window that allows quickly undoing up to 1000 latest edits done to the map
- It is now possible to pin TileSets to the top of the TileSet list
- Scripts window now immediately displays script action selection window when adding or inserting a new script action, similarly to how the trigger editor works when adding new trigger events and actions
- (TS) Crystal ground and Blue Mold ground are now treated as LATs (Credits: ZivDero)
- You can now paste terrain above the cursor rather than below the cursor by holding the "Place Terrain Below" modifier key (default
Alt) - It is now possible to configure infantry sub-cell in the infantry options window
- You can now move and clone CellTags (Credits: Shush)
- Improved error message when map contains an unknown event
- Updated MonoGame to version 3.8.3. This might bring minor performance improvements
- Updated the UI library (
Rampastring.XNAUI)- WAE now always shows as many options as fit on the screen when opening a context menu that does not entirely fit on the screen
- Prevented accidental clicks on opening and closing certain windows. For example, clicking "Browse" in the main menu for finding a map to open and then double-clicking on a file in the native Windows file selection dialog could lead to an unintended click on WAE's file list as the native Windows dialog closed, causing the user to load a different map than the one they selected in the Windows file selection dialog.
- Fixed an issue where INI data of object types that shared their INI name with a House or HouseType got erased on saving the map
- Fixed potential edge-case issues where the editor could write HouseType/Country modifiers that were at their default value of
1.0. This has now been fixed at a low INI-writing level so that WAE will never write modifiers of1.0. - Fixed a bug where the southern edge of the visible map area was incorrectly offset by half a cell in Tiberian Sun
- Known issue: the southern edge of the visible map area is still offset incorrectly for Red Alert 2. We are investigating the game's exact way of calculating the map border so we can fix this in the future.
- Fixed a bug where the default hotkey of the distance check tool was identical to the default hotkey for toggling 2D mode, making it impossible to trigger the distance check tool with default hotkeys. The default hotkey for the distance check tool has been moved to
B - Fixed a bug where user-saved terrain generation presets contained an extra comma in their smudge configuration lines
- Updated a third party DLL (
ImageSharp) to fix a potential security vulnerability
v1.4.3
Maintenance release.
Note to modders:
By popular demand, default WAE configuration files have been moved to a subdirectory called Default inside the Config folder. From now on, the config files in the Config folder are only stubs inheriting from the files in the Default folder through the BasedOn= functionality of the INI parser.
This makes it possible to change the default configs in future updates without breaking mod-specific configurations, as mod-specific configurations can now be implemented to the stub files in the Config folder, acting as additions or modifications on top of the default configuration files (unless you wish to override the default configuration files entirely, but this is rarely the case).
Other changes:
- Added sort options to TileSet selector (currently only ID and Name, defaults to ID)
- Added hotkeys for activating the distance check tool (defaults to Shift + D for the non-pathfinding distance check tool and nothing for the pathfinding-based distance check tool; you can assign a hotkey to the latter in Tools -> Keyboard Options)
- TaskForces window is now automatically refreshed when TaskForces are added or removed (by a script or through the tool for cloning triggers for easier difficulty levels)
- TeamTypes window is now automatically refreshed when TeamTypes are added or removed (by a script or through the tool for cloning triggers for easier difficulty levels)
- The distance check tool now reports X and Y coordinate differences between the source and destination cells
- Menus now display nothing instead of
<no hotkey>when a hotkey is unassigned - Improved default side assignment when generating standard houses
- Improved error message when Rules.ini (and Firestrm.ini, Rulesmd.ini and other equivalents) cannot be found
- Fixed a bug where the distance check tool displayed 1 cell too little as the distance between source and destination
- Fixed a bug where the script action list jumped to the top of the list when a script action of a lengthy script was deleted
- Fixed crash on load when game path contained a double-dot for moving up a directory
- Fixed a bug where the map view was not refreshed on placing down a terrain object or undoing its placement (it was refreshed next time when you moved the cursor, which made this bug unobvious)
- Fixed a bug where cursor action help text position was not adjusted based on the height of the cell under the cursor
v1.4.2
Minor maintenance release.
- Added keyboard command for activating the "Calculate Credits" tool (default: Shift + C)
- (YR/Ares) Added support for directional alpha images (Credits: Starkku)
- "Smoothen Water" script now ignores water tiles that have rocks on them
- Fixed turret anim facing frame calculation to match the game (Credits: Starkku)
- Fixed voxel turrets not always getting rendered on top of voxel units
v1.4.1
Maintenance release.
Generic changes
- Increased width of trigger selection window
- Fixed a bug where overlay and possibly other objects that overlapped multiple cells were sometimes drawn incorrectly due to z-fighting
- Fixed crash when an object's
AlphaImagewas an empty SHP - WAE now logs more information about loaded MIX files to help debug mod config issues
Tiberian Sun specific changes
- (TS) Waypoint 100 (
WAYPT_SPECIAL) is no longer offered for placement - (TS) Fixed draw offsets of veins, veinhole monsters and railroads being off by 1 pixel (Credits: ZivDero)
Red Alert 2 / Yuri's Revenge specific changes
- The steep slope facing "away from the camera" now has proper Marble Madness / Framework Mode graphics (Credits: Bittah Commander)
- Low bridge pieces now have proper graphics in the editor, making it easier to visually detect errors in bridges (Credits: Bittah Commander)
- This also means that low bridges no longer have pink text in them, and it is now also possible to pre-place damaged low bridges in WAE
- Fixed incorrect draw offsets of tiberium (ore), walls, veins, crates, veinhole monsters and railroads (Credits: ZivDero)
- Fixed invalid parameter configuration of the "Blackout Radar Trigger" trigger action, which rendered it unusable in WAE
v1.4.0
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
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
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
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
Levellighting 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
