Releases: CnCNet/WorldAlteringEditor
Releases · CnCNet/WorldAlteringEditor
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
v1.7.8
Minor maintenance release.
- Added on-map-load warnings for the map having infantry, units, or aircraft outside of the valid map area
- Added check box to the waypoint placement window that makes the editor not automatically suggest multiplayer starting waypoints as the next waypoint
- Pressing Enter on the text box in the waypoint placement window now acts as a press on the "Place" button
- Text box in the waypoint placement window is now selected by default when the waypoint placement window is opened
- Using the "Enable AI repairs" feature for a house now also makes the editor toggle the "AI repairable" flag by default for all new buildings placed for that house (Credits: Shush)
- (DTA) Resources placed on snow now have correct graphics
- Fixed multiple bugs where colors stopped working when color names were translated
- Fixed a bug where forced trigger event parameters were not applied properly when adding new trigger events
- Fixed a bug where a building that had its origin cell outside of the map, but other foundation cells in-map, was added to the map but invisible
v1.7.7
- Script action arguments can now be scrolled
- Script action list now shows detailed information of script action parameters (Credits: Shush, Rampastring)
- New TeamTypes now use the first unused TaskForce as their default TaskForce
- New TeamType trigger action parameters now default to the last TeamType instead of the first TeamType
- Default parameter of "Do This" script actions can now be set based on the script's name (for example, a script called "Hunt" will have the parameter of "Do This" default to "Hunt")
- When the minimap window is dragged, the camera is now moved unless the window was dragged outside the drawn area of the minimap
- Fixed a bug where context menus were shown confusingly out-of-position for quick trigger action and event parameter selection
v1.7.6
This release makes scripting more efficient.
Some of the new features include more "intelligence" in the editor, allowing the editor to automatically pick parameters for new trigger events as well as script actions and trigger actions when the context makes it possible. If you don't like this behaviour and instead prefer to have "everything default to zero" like it has always been with TS/RA2 map editors, you can disable these features from the Settings panel on the editor's main menu.
- Added C# script for listing all unused scripting elements in the map
- Trigger name, TaskForce name, Script name, TeamType name, AITrigger name, and Local Variable name text boxes are now automatically selected when creating respective new scripting elements
- Added map issue checks for a difficulty-specific trigger enabling or disabling a trigger of a different difficulty level
- Window for selecting first parameter of trigger events and actions is now shown automatically when adding a new event or action to a trigger. This behaviour can be optionally disabled from the Settings panel on startup
- Value of newly created waypoint-type script actions now defaults to the first unused waypoint
- Value of newly created quarry-type script actions can now be automatically assigned based on script name (for example, a script called "Attack Vehicles" will have a new Attack Quarry action default to 5 - Vehicles)
- Parameter values of newly created trigger events and actions can now be automatically assigned depending on context. For example, if there's a house called "Spawn1", a trigger named "Spawn1 Destroyed" will default all House and HouseType parameters of its new events and actions to Spawn1
- It is now possible to scroll trigger event and action type selectors with the mouse scroll wheel
- It is now possible to scroll suitable trigger event and action parameter values with the mouse scroll wheel
- It is now possible to scroll TaskForce, Script and Tag selectors in the TeamTypes window
- It is now possible to scroll TeamType selectors in the AITriggers window
- Fixed a bug where pressing Enter in the text box in the "Find Waypoint" window did not act as a press on the "Find" button
v1.7.5
Minor maintenance release.
- Input box is now automatically selected when opening the "Find Waypoint" window
- Pressing Enter on the text box in the Find Waypoint window now acts as a click on the "Find" button
- TaskForces and TeamTypes in their respective windows now have correct colors right away when cloning TeamTypes for easier difficulty levels through either the Triggers or AITriggers windows
- Fixed waypoint placement window hiding itself when placing the waypoint failed
- WAE no longer crashes when
Translations.iniis missing or invalid. Instead, English is loaded as the only language - Added an experimental fix for a crash when the Windows Clipboard gives WAE a
MemoryStreamobject instead of a byte array when loading copied cell information
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)