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Releases: Rampastring/WorldAlteringEditor

v1.0.2

03 May 12:43
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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.

v1.0.1

26 Apr 19:55
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Minor post-release patch. Mainly fixes some bugs.

Contributors: Rampastring, Starkku, ZivDero

  • Added support for configuring certain tilesets to connect to specific LAT types
  • Added support for optionally loaded theater MIX files
  • (TS) Added advanced trigger editor tool for wrapping a trigger in Disable/Enable speech actions, commonly used when spawning reinforcements
  • (YR) Added support for setting custom event, action and script action IDs in preparation for supporting Ares and Phobos scripting elements
  • BwP (Building with Property / Building Target) selection window now lists INI names of building types
  • SHP vehicles in the sidebar now face southeast instead of north
  • Off-map waypoints are now moved inside of the map instead of deleting them when a map is loaded
  • Unhardcoded Tiberium overlay types/indexes
  • Fixed an issue where raised cells at the top edge of the map were drawn outside of the map render target
  • Fixed a crash when using WAE's internal file browser to navigate above drive root level
  • Fixed a bug where a 0x0 foundation building could unintentionally be inserted multiple times on a cell
  • Fixed a crash when using the 2x2 ground raising brush on the edge of the map
  • Fixed a crash on loading a map when an AITrigger had specified a nonexistent secondary team type
  • Fixed a crash when the cursor was hovered over cells that had invalid sub tile index data
  • Fixed a bug where ice growth overlay display and ice growth toggling cursor actions ignored cell height levels
  • Fixed a bug where the value of Tiberium was potentially calculated as too high
  • (YR) Fixed a bug where preset parameters for the "Do This" script action were incorrect in the YR configuration

v1.0.0 (Official release!)

13 Mar 00:42
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It's time to celebrate! The first feature-complete build of the World-Altering Editor.

Change log from the previous build (v0.9.9.4):

  • Added a tool for checking distance between two points using a pathfinding algorithm
  • The "About" window now also shows the release version in addition to the build number
  • Implemented remapping of tiberium for the sidebar overlay preview
  • Slightly cleaned up rendering code
  • Fixed a bug where ground raising tools could raise terrain all alongside the edge of the map when used on the (visually) easternmost edge of the map
  • Fixed a bug where frames in the overlay frame selector were completely black
  • Fixed a bug where lighting of object replacement texts could flicker
  • Fixed a bug where a placed light post would "exist twice" on its own cell
  • Fixed a bug where the start and end point visual indicators in the distance check tool did not take zoom level into account
  • Fixed crashes if a terrain generator preset contained too many entries for smudges, terrain objects or terrain tiles

v0.9.9.4 (RC4)

10 Mar 23:24
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Minor update for better Steam TS and RA2/YR compatibility.

  • Fixed default game directory lookup for Steam TS and RA2/YR
  • Fixed an issue that caused Steam TS to crash when selecting maps saved with WAE
  • Fixed an issue that caused Firestorm assets to be invisible when using WAE with Steam TS

v0.9.9.3 (RC3)

10 Mar 21:46
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Minor release, mainly for supporting the Steam version of Tiberian Sun.

  • Lighting preview is now enabled by default
  • Added lighting toggles to View menu
  • Improved depth-sorting of bridges
  • WAE no longer crashes if an infantry sequence is missing, instead a warning is logged for it (I'd prefer WAE to crash in this case as it's a "modder mistake", but unfortunately vanilla TS has a missing infantry sequence)
  • WAE no longer crashes if saving the map fails, instead an error message is displayed
  • WAE no longer crashes on startup if erasing the previous session's log file fails
  • Fixed a bug where Tiberium was always affected by ambient light

v0.9.9.2 (RC2)

10 Mar 10:59
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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 and Ground 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

v0.9.9.1 (RC)

01 Mar 22:05
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Minor update to catch the official release up with additions made since v0.9.9.

If no new bugs or major issues are found from this version, this version might become v1.0. Hence why this is called a Release Candidate (RC) build.

Changes since version 0.9.9:

  • The editor now requires .NET 8 instead of .NET 7 to run
  • Added a function for generating an embedded map preview to the map file (File->Generate Map Preview...)
  • Added a function for extracting a megamap image of the map (File->Extract Megamap...)
  • Added buttons for context menu actions to the scripts window
  • Added AllowedTheaters= key for all object types and collection types. This is a comma-separated list of allowed theaters for an object and can be used to filter objects out from specific theaters.
  • (TS) Added some basic presets for the terrain generator
  • Building upgrades are now listed in the sidebar (for base node placement purposes)
  • Deletion behaviour has been normalized between Triggers, TaskForces, Scripts and TeamTypes
  • The terrain generator configuration window is no longer closed on pressing "Apply" if the given configuration has a mistake or error in it
  • Unhandled exception logs now include the build number of the editor executable
  • Fixed a crash when attempting to render a building with a nonexistent image
  • Fixed a crash when attempting to render a base node for a bulding that has a bib with an empty first SHP frame
  • Fixed a bug where lighting couldn't be disabled from the tile selector after it had been enabled once
  • Fixed sidebar terrain object collection previews getting drawn in entirely black colors
  • Fixed a crash when attempting to load a terrain generator preset with over 8 overlay groups
  • Fixed checkbox container panel in house allies configuration window sometimes not being high enough to accommodate all houses
  • Fixed a bug where some overlays had 1 less frame loaded than they actually contain

v0.9.9

25 Feb 19:22
cfd3bef
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World-Altering Editor v0.9.9

Major update with new features, bugfixes and significant performance improvements. Possibly the last one before version 1.0.

Contributors: Rampastring, Morton, ZivDero

Changes compared to v0.9.8:

  • Added support for previewing global map lighting. You can do this by changing the Lighting Preview mode in Edit->Lighting. Does not yet support light posts, support for them is currently planned for later this year
  • Implemented paletted rendering of objects. This slightly reduces the editor's VRAM consumption and made it possible to implement support for previewing map lighting
  • Massively optimized VRAM use of voxels, by between 90% and 95% for a typical RA2/YR voxel model
  • Implemented rendering of building upgrades
  • Added support for rendering building bibs in the sidebar building preview
  • Added a button for opening the trigger related to a team's attached tag to the TeamTypes window
  • Added a map load error check for a house having an invalid base node
  • (RA2/YR) The editor now writes a dummy black preview to the map file and reorders the [Preview] and [PreviewPack] sections to be at the top of the INI file. This is required by builds of Red Alert 2 and Yuri's Revenge that do not use the Phobos engine extension
  • (RA2/YR) Added support for parsing Ares' [WeaponTypes] section
  • Object deletion is now performed through the Undo/Redo system. This means you can un-do deletions of objects
  • The "Building with Property" aka "building target" selection window now has the targeting mode in a dropdown separately from the list of buildings
  • The height of tree view lines on the sidebar is now customizable through /Config/UI/UIConstants.ini. Higher values reduce space-efficiency, but allow the sidebar to display larger preview images, which might be a desirable tradeoff for some mods
  • Fixed rendering in Framework Mode for tiles that did not have unique Framework Mode graphics
  • Fixed incorrect sorting of building animations, which often lead to flickering building animations
  • Fixed a bug where sometimes not all valid overlay frames were displayed on the overlay frame selector
  • Fixed a bug where a hotkey was displayed incorrectly when it was reseted
  • Fixed a crash when attempting to free memory of an empty voxel model frame, typically when loading a different map after already having loaded a map
  • Fixed a bug where the minimap was not updated when certain editor settings were changed (for example, by toggling 2D mode or framework mode)

v0.9.8

15 Feb 22:45
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New major release! We are getting close to non-beta status, towards version 1.0.

Change log compared to v0.9.7.1:

  • Added rendering of voxel turrets and voxel barrels
  • Added parsing of AI.ini and AIFS.ini. The editor now accepts references to AI.ini TaskForces, Scripts, and TeamTypes in all AI scripting elements
  • Added TaskForce cost display to the TaskForces window
  • Added a window for configuring which object types are deleted with the deletion tool and deletion hotkey. You can access this through Tools -> Deletion Options
  • Added "None" item to AITrigger TeamType selection
  • Added a "Toggle Fullscreen Mode" option to the View menu. This performs the same action as pressing F11
  • Added a window for configuring which object types are rendered on the map
  • Added support for adjusting tile height offset when pasting copied terrain. Default keys for this are PageUp and PageDown, like in the old FS/FA2 editors
  • Implemented paletted rendering of terrain tiles. This slightly reduces the editor's VRAM use (which is, sadly, offset by voxel barrels in the majority of use cases), and opens the door to efficiently previewing map lighting in the editor in the future
  • Added a "Center of Map" option to the View menu
  • Added an advanced trigger editor option for clearing all CellTags related to a specific trigger
  • Added a map load error message for an AITrigger having a nonexistent primary team
  • (TS) Added support for the YDrawFudge= key of TerrainTypes
  • The "Allies" text box in the Houses window has been replaced with a graphical ally selection window
  • The "Flatten Ground" tool now supports lowering ground
  • The "Flatten Ground" tool now supports brush sizes
  • The "Flatten Ground" tool now defaults its brush size to 2x2
  • Prevented accidental editor sub-window dragging by moving the cursor on a window while holding the primary mouse button
  • CellTags and Waypoints are now prioritized when deleting objects from the map
  • The layouts of object selection windows are now refreshed when the editor window is resized
  • The map object deletion key is now ignored if a text box is selected
  • The width of the editor sidebar is now adjustable through MapEditorSettings.ini, [General] SidebarWidth=. Defaults to 250, which is the same size as it has always been
  • (RA2/YR) The editor no longer crashes when a custom building palette is missing
  • Fixed a bug where the AITriggers window failed to detect used global TeamTypes
  • Fixed a bug where objects owned by multiple owners did not always have the correct remap color in the sidebar
  • Fixed a bug where the editor skipped loading waypoints when multiple waypoints existed on one cell
  • Fixed an issue where the ground lowering tools cleared cell details from an excessively large area
  • Fixed an outdated text string in the "houses are required to exist for defining base nodes" message
  • (RA2/YR) Fixed a crash when a house has no Country= specified. Instead, the editor defaults the house's country to the first country that is defined in Rules.ini, and gives you a warning about it. This behaviour is consistent with the game itself.

v0.9.7.1

30 Jan 22:16
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Hotfix release to fix a few bugs that slipped into the previous release.

  • Fixed a bug in object selection windows where the object list was moved to top when the search box was unselected
  • Fixed a bug where the editor's display mode was reinitialized when a map was reloaded or another map was loaded with a map already open
  • Added a workaround for a crash in a 3rd party dependency library when switching from one map to another
  • Removed logging from loading HVA files