Releases: CnCNet/WorldAlteringEditor
v1.7.4
- Added warning when a team script has over 50 actions (Credits: Shush)
- Added C# script for user-friendlier overriding of
TeamDelays=on the map (Credits: Shush) - WAE no longer skips loading script actions past 50 (Credits: Shush)
- It is now possible to copy and paste triggers as well as individual trigger events and actions (Credits: Shush)
- C# Scripts now have easy access to a
FileManagerinstance for reading files from the game directory (Credits: Rampastring) - Smudge placement cursor action now supports brush sizes above 1x1 (Credits: Rampastring)
- Smudge collection placement cursor action now supports brush sizes above 1x1 (Credits: Rampastring)
- Fixed a bug where very tall buildings would not fully show up when placed at the southern edge of the map (Credits: Rampastring)
- Fixed an issue where you could drag an object with the left mouse button despite not originally pressing the left mouse button down on the cell that contains the dragged object (Credits: Rampastring)
- Fixed a bug where buildings were skipped on map load if they had been placed only partially outside of the map (Credits: Rampastrign)
- Fixed a bug where the Terrain Generator Configuration window and some other windows could be off-center after resizing the main WAE window (Credits: Rampastring)
v1.7.3
Maintenance release.
- Added search box and sort button to AITriggers window (Credits: Shush)
- (TS+DTA) Added support for Adjust House Modifier trigger action (Credits: Rampastring)
- The "Activate Assign Area Guard Cursor Action" script has been replaced with a generic version that supports selecting the mission to assign, supports brush sizes, and supports undo/redo (Credits: Rampastring)
- Programmers: you can use the new script as a reference on how to spawn custom INItializableWindow user interfaces, cursor actions and mutations from scripts
- Trigger names are now appended after tag names in Tag selection window if tag name is different from WAE's auto-generated tag name (for example, in stock Westwood missions) (Credits: Shush)
- You can now place waypoints without opening the "Select waypoint number" window if you hold Shift while clicking on a cell with the waypoint placement tool active (Credits: Shush)
- Fixed a bug where the info panel in object selection windows could overflow past the bottom edge of the screen (Credits: Rampastring)
- Fixed a bug where moving base nodes did not work (Credits: Rampastring)
- Fixed a crash on viewing trigger references when map contains a trigger action type that is unknown to WAE (Credits: Rampastring)
- (RA2/YR) Fixed a bug where cloned Countries of cloned Houses were assigned an incorrect index (Credits: Rampastring)
- Fixed a bug where "Go To Target" was sometimes visible in the trigger editor window when the selected trigger action had no parameters (Credits: Shush)
- (In case there is still an edge case) Fixed a crash when clicking "Go To Target" when having no trigger action parameter selected (Credits: Rampastring)
v1.7.2
- Improved SpriteFont for Chinese and Cyrillic characters (Credits: ApocalypseMO, SadPencil)
- Fixed crash when viewing TaskForce references (Credits: Shush)
- Fixed bug where SHP vehicles could overlap their own turrets (Credits: Rampastring)
- Improved sidebar scroll behaviour on search (Credits: Rampastring)
v1.7.1
Maintenance release.
- Added IME (Input Method Editor) support (Credits: KuroNoSeiHai, Rampastring, SadPencil)
- Added
DefaultSettings.inito theConfigfolder. IfMapEditorSettings.inidoes not exist (like on the first run), WAE will load settings fromDefaultSettings.ini. Currently, by default, it only contains some special advanced-user INI keys that have no UI controls for changing their values in the editor itself. - (TS/DTA) Added Harvesters (Vinifera) quarry option
- Updated XNAUI library to fix a bug with text selection (Credits: SadPencil)
v1.7.0
New major release.
The biggest feature of this release is support for translations. It is now possible to fully translate WAE and all of its UI strings to any language that is supported by the MonoGame/XNA font rendering system (so most languages aside from RTL ones), just by editing WAE's INI files. See the Translation_en.ini file for reference. Big thanks to Shush and KuroNoSeiHai for helping me with this gigantic effort.
Also, thanks to ApocalypseMO aka Remnant for generating a version of WAE's sprite font that includes more character ranges. Additionally, while no code from the CnCNet Client was used for WAE's translation feature, thanks to Kerbiter, SadPencil and others for having done the design work on what a proper translation feature should look like - I drew inspiration from their implementation while designing WAE's translation support.
Even if you're fine with purely English, there's also a few nice improvements included for you.
There's also a breaking change: the FSName= key has been renamed to EditorName=. Further, WAE no longer automatically adds the "AI" prefix to UI names of objects that have "AI" in the beginning of their internal ID. If you relied on this functionality, you'll now have to append it manually with the EditorName= Rules.ini key.
Full change log:
- Added support for translations (Credits: Rampastring, Shush, KuroNoSeiHai, Remnant)
- Improved main menu scaling logic based on feedback
FSName=has been renamed toEditorName=- Fixed a bug where cloning a house caused the original house to disappear on saving the map (Credits: Shush)
- Animation shape (SHP) frame loading has been restricted to building animations, as other animations are never displayed in WAE. This significantly reduces use of both RAM and VRAM, cutting RAM usage by about 1 GB (from 3.3 GB to 2.3 GB) when running WAE with original Yuri's Revenge.
- (DTA) Added support for "Smart Hunt" TeamType flag
v1.6.7
Hotfix release.
- WAE now shows a white screen for less time when opening a map, instead the main menu is shown for slightly longer and the resolution changed later in the map loading process
- Fixed crash when rendering aircraft
- Fixed issue where a vehicle's turret was not always drawn on top of the vehicle itself
- Fixed bug where main menu was not fully upscaled at 4K
v1.6.8
Fixes an issue where sub-windows (for example, event and action selection windows of the Triggers window) were off-center and too small on high resolution monitors unless you manually resized the main editor window.
v1.6.6
Maintenance release.
- Added version string to main menu
- Lighting from disabled (powered-down) light posts is no longer shown by default
- Added
View -> Toggle Light From Disabled Buildingsoption to preview light from powered-down light posts - Reduced microstutter when scrolling the camera by optimizing away temporary heap memory allocations made during map rendering
- Improved scaling of main menu on high-resolution displays (1440p, 4K etc.)
- Increased depth offset of turrets to combat incorrect rendering of large voxels with turrets (assumed to be due to float imprecision)
v1.6.5
Hotfix. Fixes a crash when using the overlay frame selector or tile selector.
v1.6.4
- The "Search Unit" field is now automatically activated when you click "Add Unit" on the TaskForces window, saving you a click when adding units to taskforces
- Improved remap colors of base nodes
- Fixed a crash when rendering base nodes of buildings that that had a remapable bib with no remapable pixels
- Fixed some edge cases where depth was incorrect (some pixels of buildings weren't rendered, or a turreted building could show up through a tree placed right below the building)