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ReyEngine v0.4.10-beta

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@github-actions github-actions released this 21 Sep 17:39
· 99 commits to main since this release

A release about things you place on a map actually being there in game. Props placed from ReyEngine never spawned, because the game's server creates character placements and a mod cannot change the server; they are now placed the way Riot places its own decorations, which the game client creates itself. They can also wait for the game clock before appearing. And a mod can now ship an optional part as its own layer in LTK Manager, which the Harrowing map's champion fix is the first to use.

Added

  • Placed props appear in game. Add prop to map and Import character folder used to write a prop as a scenery character, the form Riot uses for turrets and camps. The game's server spawns those from Riot's own data, and a mod never reaches the server, so a prop placed that way never appeared, even though the map listed the character, its files were all in the mod, and its placement was written the way Riot writes its own. Tested on a replay: Riot's own Yonkeys spawned beside ours, which did not. Props are now written as a MapAnimatedProp by default, the form Riot uses for decorations like the ducks on Summoner's Rift (3,058 of them across the shipped maps). The game client creates those itself, the way it draws particles, and they spawn. Both windows have a Client-side prop box, ticked by default; untick it for the old character form.
  • A prop can wait for the game clock. An Appear after N s field beside it keeps the prop hidden until the game has run that long. It is built from pieces Riot already uses in champion effects, and it was confirmed in game: a prop set to 60 appeared at 1:00. It works on client-side props only.
  • Change a prop's time without placing it again. Select a client-side prop and the prop inspector shows its Appear after time; change it and press Save Map Content Edits. 0 removes the timer.
  • Old placements convert in one click. A prop placed before this release is a character placement. The prop inspector now offers Convert to client-side prop, which rewrites it in place: same position, rotation, skin and idle. It refuses what it cannot carry over faithfully and says why: turrets, inhibitors, the nexus and camps, which are gameplay units; placements on a special character record; and Riot's own placements, which the server spawns anyway, so a converted copy would appear on top of the original.
  • Content layers. Project Settings has a new Content layers section. Name a layer, give it a priority and the description LTK Manager shows beside its switch, and choose which layer each WAD folder ships in. Send to LTK Manager then delivers the mod in layers, so a user can switch an optional part off without losing the rest. Folders no layer claims ship in the base layer, so a project that never touches this sends exactly as before.
  • Fix Jade Champion Projections. On the Harrowing map every champion plays its jade version, and those old effects lay flat, hard-edged glows across the ground (Malzahar's Q among them). A button in the map inspector switches off those ground-projection effects for every champion in your game install, 407 of them on the current patch, and stages the result into the project in its own switchable layer. Riot rewrites these files every patch, so run it again after each patch; it always reads the game's own files. Three effects cannot be staged because their file names are longer than Windows allows.
  • Lift Decals. The map inspector can raise the ported decal overlay a set distance off the ground it was welded to, as one undoable edit.

Improved

  • Riot's own animated props show in the editor. The editor only recognised a prop by its character data, so every MapAnimatedProp Riot ships (the Summoner's Rift ducks and the TFT board props among them) was invisible in the viewport. They load and animate now, at most 144 in one map.
  • A character placement goes where the map keeps its characters. Placements used to go into whichever group of placements came first in the map file. On the Harrowing map that is a scratch group holding a test light and nothing else. They now go into the group that already holds the map's characters.