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Releases: CnCNet/WorldAlteringEditor

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

v1.2.4

28 Sep 13:54
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This hotfix release fixes a bug where buildings that had no main shape (for example, helipads or service depots that consisted only of a bib) were not rendered at all.

v1.2.3

28 Sep 13:20
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  • Implemented precise infantry selection. When you hover over a cell with multiple infantry, WAE now detects which infantry you hover the cursor over, instead of always picking the "first" infantry from the cell (Credits: Shush)
  • Further improved precision of depth rendering

precise-infantry-selection

v1.2.2

26 Sep 16:08
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Update to fix remaining issues of the new renderer.

  • Fixed a bug where vehicles could overlap their own turrets
  • Fixed a bug where buildings could overlap their own turrets and animations
  • Made it less likely for vehicles to show up behind trees

v1.2.1 (beta)

25 Sep 21:58
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Another beta release of the new renderer, bringing roughly 10-20% more performance compared to the earlier release depending on situation.

Changes compared to previous release:

  • Implemented batched rendering of objects
  • Fixed incorrect voxel lighting
  • Fixed incorrect rendering of base nodes
  • Fixed transparency support being broken for anims and PNG textures

v1.2.0 (beta)

23 Sep 23:05
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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

14 Sep 11:56
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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

05 Sep 13:42
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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

04 Sep 20:06
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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

21 Aug 13:51
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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