Releases: CnCNet/WorldAlteringEditor
Releases · CnCNet/WorldAlteringEditor
v1.8.6
- Fixed a bug where placing tiles with a custom height modifier would unintentionally generate multiple events with one mousedown input
- Improved placement cursor behaviour when placing down height-modifying tiles to appear less chaotic
- Lighting level is now applied to cursor action preview when placing down cells that modify height levels
- It is now possible to change brush size by holding Alt while using the scroll wheel
- Improved terrain pasting preview to better take height level into account
v1.8.5
- It is now possible to translate TileSet names
- Translation keys follow the convention
TileSet.<Set Name>=. For example,TileSet.Cliffs=
- Translation keys follow the convention
- Updated Chinese translation (Credits: KuroNoSeiHai, SadPencil)
- Fixed a bug where placing down height-modifying tiles would unintentionally generate multiple placement events on different cells with one mousedown input
- Fixed a bug where connected tiles were applied with a different random seed from what was used to generate the preview of connected tiles
- Fixed a bug where the cell info display did not use translated names for base node building types
- Fixed an issue where the "Disable All Debug Triggers" script was not copied to build output (and thus was not present in previous versions of WAE)
- (DTA) Removed obsolete map code INI files
v1.8.4
Minor hotfix release.
- Fixed issues where in rare cases you could not place down terrain, overlay, smudges, or terrain objects due to overly aggressive "was this object just placed here" checks
- The editor no longer writes
DefaultRepairableStructures=under house sections when it is disabled
v1.8.3
- Added Tags window (Scripting -> Tags)
- Fixed a bug where viewing references for a trigger always showed the trigger as referencing itself
- Connected tiles have been reworked, now giving less repetitive results, more strictly preferring straight paths over turns when possible, and giving better performance
- Connected tiles can now also be regenerated before placement by pressing R
v1.8.2
- Added support for selecting BuildingType parameters for trigger actions through the BuildingType selection window
- (TS+DTA) Added support for Vinifera's
Layer=key for animations - Map lighting is now reinitialized when INI code applied through
Tools -> Apply INI Code...modifies a building's lighting properties - Viewing references of a trigger now lists triggers that are linked to the active trigger
- Viewing references of a trigger now shows a separate message if the trigger's actions reference the trigger itself
- Pathfinding for the "Check Distance (Pathfinding)" cursor action has been optimized to run ~20-30x faster
- Fixed a bug where overlay placed as "regular overlay" (not collections or connected overlays) could not be placed on top of existing overlay
- Fixed a bug where line-painting-supporting placement actions did not always properly receive left mouse button input, leading to objects not getting placed in rare cases
- Fixed crash on loading a map after using the "Activate Assign Mission Cursor Action" script
- Fixed various incorrect TriggersWindow translation keys in reference English translation file
v1.8.1
- Overlay collection placement now supports line painting
- Terrain object collection placement now supports line painting
- Smudge placement now supports line painting
- Smudge collection placement now supports line painting
- Improved input handling in line painting tools to make the editor more reliably catch the tile where the user started dragging the cursor on
- Map issue list is now written to the map editor log file when the map is manually saved
- (TS+DTA) Added "Building Does Not Exist (Vinifera)" trigger event
- (TS+DTA) Replaced "Show Difficulty Level (ts-patches)" trigger action with "Create Building At (Vinifera)" trigger action
- Fixed a bug where certain ramps in RA2/YR were checked for having ore on them and if yes, a map issue was reported (supposedly this is only a problem in Tiberian Sun)
v1.8.0
- Added feature for painting terrain, overlays, and terrain objects in a line by holding Shift (Credits: Rampastring)
- Added zh-Hans translation (Credits: KuroNoSeiHai, SadPencil)
- If a scripting element's name contains a number, the number is now incremented for clones instead of them getting the
(Clone)suffix (Credits: Shush) - The XNAUI library has been slightly optimized (Credits: SadPencil)
- Fixed a bug where the X coordinate of the trigger action selection control was incorrect (Credits: Rampastring)
v1.7.11
Minor maintenance release.
- TaskForce, Script, and TeamType selection windows now logically support selecting global (
AI.ini) scripting elements through a check box in each respective window- Because this feature could be confusing for non-advanced users, the check boxes are disabled by default. You can enable them by deleting a
$Enabled=0line fromSelectTaskForceWindow.ini,SelectScriptWindow.iniandSelectTeamTypeWindow.ini
- Because this feature could be confusing for non-advanced users, the check boxes are disabled by default. You can enable them by deleting a
- An error is now logged and displayed when a TechnoType entry for a TaskForce cannot be loaded from a map
- Improved standard house default side selection logic
- For example, when creating standard houses, a house named "Nod2" now correctly gets "Nod" or "NodSide" assigned as its side
- Added some previously missing translation strings to
Translation_en.inireference English translation file - Infantry sub-cell names can now be translated
v1.7.10
Major maintenance patch.
- Added
View -> Toggle Extra Graphics in 2D Modeoption to toggle tile extra graphics on/off in 2D mode - (DTA+TS) Added "Apply Iron Curtain" trigger action
- (YR) Added map issue check for a map-defined Country having an incorrect parent country
- Renaming HouseTypes now automatically updates Trigger owner references
YSortAdjustis now taken into account for animations- Depth rendering for bibs and building animations has been improved
- Building animations now support
Translucency - (YR) It is now possible to rename non-standard Countries (HouseTypes)
- Fixed a bug where a valid
ActiveAnimTwo(and subsequent anims) were not loaded whenActiveAnimOnewas not defined - Fixed a bug where translations could not override UI (
INItializableWindow) configuration files - (YR) Fixed a bug where the parent country field was not automatically set for cloned Country when cloning a House in YR
v1.7.9
- Added warning when a map uses the "Building Exists" event incorrectly (Credits: Shush)
- The editor no longer crashes when a weapon is not properly defined. Instead, an error message is displayed on map load
- Fixed a crash when adding a new trigger action with a TeamType parameter if the map had no TeamTypes defined
