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Releases: CnCNet/WorldAlteringEditor

v1.2.0 (beta)

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@Rampastring Rampastring released this 23 Sep 23:05

Significant update for both features and performance.

This update comes with a partially rewritten and much more optimized renderer that should work more smoothly especially when painting terrain on low-end PCs. Performance improvement varies from low double-digit percentages to over 300%, and is highest on maps that have a low amount of objects. The more objects a map has, the smaller the performance improvement becomes, but it should always be significant.

If you need further performance improvement, you can now disable shadows in the WAE launch menu.

This rewritten renderer can theoretically come with issues related to z-rendering and shadows, hence why this update is currently in beta status. Please report any bugs on the C&C Mod Haven Discord community, #wae-chat channel.

Finally, let me highlight the new WAE user manual, containing some tips and tricks for advanced use: https://github.com/Rampastring/WorldAlteringEditor/blob/master/docs/Manual.md

Full changelog:

  • Added a new "Copy Custom Shape" tool. This tool allows you to copy arbitrarily shaped areas instead of only rectangular areas
  • Rewritten renderer to skip a terrain rendering pass and make another terrain rendering pass batched instead of unbatched
  • Added advanced tool for cloning AITriggers for easier difficulty levels (Credits: Shush)
  • (TS+DTA) Added map issue check for using WAYPT_SPECIAL (waypoint #100) in the map
  • The AITrigger condition object type field has been changed from a text box into a pop-up selector (Credits: Shush)
  • You can now specify connected tile connection point directions with direction names instead of only a mask (Credits: ZivDero)
  • (RA2/YR) Fixed bug where trigger owner was searched from houses instead of housetypes. This could result in the owner of a trigger looking empty upon selecting a trigger, even when the trigger actually had a valid owner
  • (TS+DTA) Fixed a bug where generating standard houses did not assign their colors properly in the editor until you saved and reloaded the map

v1.1.8

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@Rampastring Rampastring released this 14 Sep 11:56

This release mainly brings improvements to WAE's scripting capabilities.

  • Added search text fields for Triggers, Scripts and TeamTypes (Credits: Shush)
  • Added "Go to Target" button for specific trigger action parameters (Credits: Shush)
  • (DTA) Added support for more connected terrain types (Credits: Bittah Commander)
  • Extended waypoint support from 701 to up to 2^31 - 1 waypoints. Game-specific waypoint limit is still defined in MaxWaypoint in Config/Constants.ini (Credits: ZivDero)
  • Script and TaskForce selection windows have been widened by 50 pixels
  • WAE no longer crashes when a TileSet of a connected terrain type is missing. Instead, a warning is logged and the offending connected terrain type is not listed as available in the user-interface
  • Fixed a bug where the map was shifted to the south when the map was resized in non-even amounts to the west or east
  • Fixed incorrect handling of Image= for BuildingTypes when it was specified in both the building's Rules.ini and Art.ini sections

v1.1.7

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@Rampastring Rampastring released this 05 Sep 13:42

Hotfix to fix some bad bugs in the last release.

  • Fixed graphical artifacts when painting terrain
  • Fixed a crash when generating terrain with a configuration that included no LAT ground type
  • Fixed a bug where cells added on map resize were not properly affected by lighting

v1.1.6

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@Rampastring Rampastring released this 04 Sep 20:06

Minor update to fix bugs and improve some functionality.

  • Added preview for Auto-LAT
  • The trigger editor is now wider on wide displays (displays where horizontal rendering resolution is higher than 1920)
  • Trigger-type parameters of trigger actions are now colorized based on the color of the referred trigger
  • Removed tileset restriction for painting high bridges. High bridge painting now only ignores tiles based on height without caring about the tileset under the bridge painting cursor
  • Fixed a bug where buildings with a foundation larger than 1x1 applied their lighting once for each foundation cell
  • Fixed a bug where windows were moved when scrollbars were scrolled using the mouse cursor (mouse wheel scrolling still worked without side-effects)

v1.1.5

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@Rampastring Rampastring released this 21 Aug 13:51

Minor update.

  • Added window for selecting a particle system for trigger action parameters
  • Improved window dragging behaviour. Windows now do a better job of following your cursor when you're dragging them around.
  • Objects are now only dragged if the left mouse button is first pressed down on the object. Object dragging can no longer be accidentally done by hovering over an object with the left mouse button already held down before the cursor appeared on the object.
  • Fixed a bug where "View Attached Objects" did not check for linked triggers if the selected trigger had no tag

v1.1.4

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@Rampastring Rampastring released this 30 Jul 22:16

Small update for better base node support.

  • Base nodes now display their priority (index in internal list of base nodes)
  • Added possibility to re-order base nodes through the base node management tool
  • (TS) Added support for new "Assign Mission To All Units" trigger action
  • Building type selection window now displays INI names of building types
  • Improved description of "Allow Win" trigger action, mentioning it's obsolete in TS and RA2
  • Fixed a crash when selecting an unknown trigger event or action added through another editor
  • Fixed a crash when selecting an unknown team script action added through another editor

v1.1.3

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@Rampastring Rampastring released this 25 Jun 15:18

There turned out to be a couple of bad bugs in the last release. This one fixes them.

  • Fixed a crash when modifying terrain height near map border
  • Fixed a bug where cells in marble madness mode were affected by lighting on painting terrain
  • Fixed a bug where light posts affected freshly painted cells in "No Lighting" mode

v1.1.2

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@Rampastring Rampastring released this 23 Jun 10:23

Minor update, mainly to fix bugs.

  • Added an option to sort triggers by color followed by name (Credits: Shush)
  • Improved top bar button textures (Credits: Crimsonum)
  • Lighting calculations on adding, moving or deleting light posts have been optimized to only re-calculate lighting for the affected area instead of the whole map (Credits: ZivDero)
  • The "Raise Individual Cells" and "Lower Individual Cells" tools can now use the "Fill Terrain" hotkey (default: Ctrl) to affect an enclosed area (Credits: Starkku)
  • View -> "Edit Drawn objects..." has been renamed to "Configure Rendered Objects..."
  • Improved error message when a connected tile specifies a nonexistent TileSet
  • Improved error message on script execution failure
  • Script action options can now be parsed from another section (Credits: Starkku)
  • Fixed several bugs where cell lighting values were not updated on cell height level change
  • Fixed a bug where the megamap (F12) was displayed behind other UI elements
  • Fixed a bug where overlay land type was reset to "Clear" if it was not re-defined in all INI sections where information for the overlay type was parsed from
  • Fixed a bug where the position of editor notifications (such as "Map auto-saved.") was not refreshed after the editor window had been resized
  • Fixed a bug where the map path was not wrapped in quotation marks when it was opened in a text editor, potentially resulting in weird behaviour from the text editor
  • Fixed an edge case bug where a TaskForce or Script could sometimes appear to be selected when actually no TaskForce or Script was selected
  • Fixed a bug where the editor ignored AllowToPlace=no when looking up connected tiles to place
  • Fixed a bug where AITriggers were written incorrectly if a weight was 0
  • Fixed a bug where you could not input decimal numbers in AITrigger weights
  • (DTA) Fixed a bug where veins were rendered in the wrong palette
  • (RA2/YR) Fixed newly-created standard houses having a null HouseType
  • (RA2/YR) Fixed creating a new HouseType after creation of standard houses causing HouseTypes of the standard houses to show up as none
  • (RA2/YR) Fixed indexing of newly-created HouseTypes to ignore Player@WPZZ houses
  • (RA2/YR) Fixed "Parent Country" dropdown of "Edit Country" window repeatedly accumulating items when opened for non-standard HouseTypes

v1.1.1

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@Rampastring Rampastring released this 04 Jun 19:18

The highlight of this release is the new Connected Tile drawing tool. This tool can be used to quickly draw lines of cliffs, shores, and roads without having to place each piece down manually. Credits to ZivDero for coding the initial version of this tool, which we then improved on together.

Full change log compared to the previous release (v1.0.2):

Contributors: Rampastring, ZivDero

  • Added a tool for drawing lines of connected tiles
  • Added a sound selection window for the "Play sound" trigger action
  • Added an advanced trigger editor option for cloning a trigger for easier difficulty levels without cloning TeamTypes of its action parameters
  • Added File -> Open With Text Editor option to enable quick text-based editing of the map
  • (RA2/YR) The speech selector can now select speeches in RA2/YR
  • (RA2/YR) Fixed a bug where veins were drawn with an incorrect palette
  • TeamType parameter values of trigger events and actions are now colored based on the owner of the TeamType
  • Improved the customizability of MIX file loading
  • Improved the default values of new AITriggers to include sensible weights and enabled status on all difficulty levels
  • Changed the default veterancy level of new TeamTypes to "Regular" from no value
  • The cell info display now displays the index of the hovered-on terrain tile within its tileset
  • The tag selection window has been widened
  • Items in the tag selection window are now colored based on the color of the tag's related trigger
  • Triggers created by the trigger editor tool for cloning a trigger for easier difficulty levels now have their difficulty flags set accordingly
  • Map-wide overlay is now enabled when a fitting texture is loaded
  • Fixed a bug where part of the map-wide overlay extended above the map
  • Fixed a bug where height tools could sometimes cause a freeze
  • Fixed a bug where the "Destroyed by anything (not infiltrate)" event was not checked for triggers missing object attachments
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where the auto-generated tags of the created clone triggers were named improperly
  • Fixed a bug in the trigger editor tool for cloning a trigger for easier difficulty levels where in certain edge cases the cloned triggers were renamed in a silly way
  • Fixed a flaw in the description of the "Create Team" trigger action
  • Fixed a bug where you could input semicolons in many text boxes such as trigger names, wrecking map scripts
  • Fixed a bug where you could not use the graphical team selection interface for selecting a TeamType for the "Team Leaves Map" trigger event or potential other trigger events that reference a TeamType
  • Fixed a bug where <none> was not considered a proper value for the owner of a TeamType
  • Fixed a bug where listing the references of a trigger did not list TeamTypes that were linked to the trigger's tag

v1.0.2

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@Rampastring Rampastring released this 03 May 12:43

New version mainly to hotfix a bad bug in map scripting, but also contains some other improvements.

  • Pavement LAT is now automatically connected to compatible TileSets such as paved roads, parking lots and other pavement additions
  • (YR) Sand LAT is now automatically connected to sand shores
  • (TS) Added speech selection window for the "Play Speech" trigger action
  • WAE now checks the map for triggers using the "Discovered by player" and "Limpet attached" events without being attached to any object or team
  • Changed "Clone of...." prefix to "...(Clone)" suffix when cloning objects
  • AITriggers are now colored based on their house or side
  • New AITriggers are now enabled on all difficulties by default
  • Improved error message given on C# script compilation error
  • Objects with InvisibleInGame=yes (tiberium spreaders, light posts, impassable overlay etc.) and building foundation outlines are no longer rendered when extracting a megamap
  • (Translation / CJK support) Too long words are now split to multiple lines in event and action descriptions
  • Fixed a bug where certain trigger actions could malfunction when the type of an already existing trigger action was changed. A check to automatically fix this bug from existing maps has also been added.