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Releases · chrae/aoe2kit
AoE2Kit v0.4.5
Fixed
- Decode modern embedded replay trigger sections using their complete declared
record count and display-order permutation instead of accepting a fragment. - Label team fields as lobby picks, warn about scenario diplomacy definitions
and uncertain graph coverage, and keep slot, player number and color separate. - Preserve nonzero-flag and unsupported action-11 packets as uncertain candidates,
excluding them from resignation, outcome and health-anchor inference. - Warn when chat metadata conflicts with the player-number roster while retaining
raw chat metadata. Emit color zero explicitly.
v0.4.4
Fixed
- Decode 14-byte SLD file headers with complete frame dimensions and independent
hotspots, preserving lower sprite pixels and window overlap. - Inherit SLD layer pixels only when the delta bit is set; static shadow layers
no longer accumulate silhouettes from earlier facings. - Validate declared facing slots before selecting animation frames, including
single-facing animated graphics. Invalid facings remain reported as skipped. - Include DAT unit names, with snapshot fallback, in skipped and missing asset
diagnostics, and identify the consumers of required assets.
v0.4.3
Added and fixed
- Render resumable tile pyramids in bounded strips and exact pixel windows, including elevation and mood grading.
- Expand persistent DAT SQLite projections and reuse cached full-unit records.
- Add partial reference-backed PER checks and static XS function linkage.
- Resolve AI unit operands from read-only SQLite with independent scenario evidence.
- Report placed scenario units separately from trigger references, including zero counts.
- Preserve decoded trigger operands and sibling conditions in AI reference evidence.
- Check DUC search, targeting and combat signatures and documented operand limits.
- Explain object-data selector values, provenance, units and runtime limitations.
- Check shared-goal, signal and scoped-chat forms as distinct mechanisms.
- Author AI Signal conditions and acknowledgements; warn on deprecated acknowledgements.
- Record one build-scoped single-player signal-to-scenario-XS sidecar observation.
- Check resource-addition operands without inferring exact runtime resource semantics.
- Warn when reference enum spellings lack visible declarations or builtin evidence.
- Check strategic-number assignment and direct/indirect goal comparisons.
- Check local goal equality and assignment with DE ID and value limits.
- Preserve public catalogue provenance and map-art patch comparison improvements.
AI coverage remains partial. Load/include resolution, general engine behavior and
multiplayer signal synchronization are unverified. The newer XS network API is
not yet included in the builtin snapshot. Automatic updating is not included.
Added
- Opt-in diamond height-field terrain rendering with registered corner
heights, context-aware diagonal folds, candidate slope lighting, and terrain
attachment for objects and sprites. Engine-specific folds and lighting remain
provisional; the renderer is documented as an art-preview tool, not an engine
oracle. --stored-object-heightsfor editor-saved scenarios, plus screenshot camera
registration with explicit anchors and independent holdouts.