v0.9.9.2 (RC2)
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
andGround
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