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Releases: CnCNet/WorldAlteringEditor

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
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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

v0.9.7

29 Jan 23:23
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EDIT: There was a flaw in the Yuri's Revenge build that made the editor crash when this release was first published. It has now been fixed.

Minor release that implements most remaining missing functionality compared to FS/FA2, provides various enhancements and fixes bugs.

Contributors: Rampastring, ZivDero, Morton

Full change log compared to previous release:

  • Enabled maximize box in WAE window title bar
  • Added support for adjusting tile height on placement with keys (default: PageUp and PageDown)
  • Added a C# script for counting all credits on the map
  • You can now assign colors to waypoints
  • Added a hover-on preview for Stealth Generator radius
  • Added a hover-on preview for Sensor Array radius
  • Added a hover-on preview for Gap Generator radius
  • Added a starting level selector to the "Create new map" window (enable only when height levels are enabled, so excludes DTA)
  • Added a tool for placing down a veinhole monster
  • (TS) Added Veins into the Connected Overlays selector
  • (RA2/YR) Added support for parsing string tables (.csf fiiles) and selecting string table entries as trigger parameter values
  • (RA2/YR) Added support for building IdleAnims and SuperAnims
  • (RA2/YR) Added support for parsing ElitePrimary=, EliteSecondary=, as well as IFV weapons
  • Modified MIX loading to act more like the game. This means that files in earlier-loaded MIX files are preferred in case of conflicts
  • Added support for loading "indexed" and "wildcard" MIX names commonly used by TS and RA2/YR and their mods, such as EXPANDxx.MIX, EXPANDMDxx.MIX, ECACHExx.MIX and ECACHE*.mix
  • Search in object selection windows and TileSet search are now filter-based
  • You can now press Enter to select the active item in object selection windows
  • The editor now runs at a much lower framerate when it is not the active window to save power
  • Waypoints are now drawn as cell-shaped instead of as rectangles
  • The editor now applies a default brush size when height tools are activated. For the "raise ground" tools this is 3x3, while for the "lower ground" tools this is 2x2
  • Improved origin height level calculation for tile placement to always calculate the origin height like brush size was 1x1, irrespective of the real brush size (to match FS/FA2 behaviour)
  • Adjusted origin height level calculation algorithm to allow directly replacing back cliffs with other back cliffs
  • Voxel rendering has been minorly optimized
  • Fixed a bug where tile rendering did not properly take preview height level into account
  • Fixed a bug where cliffs were sometimes not getting completely rendered
  • Fixed a bug where the 2x2 sized ground raising brush was able to break terrain with existing ramps
  • Fixed a crash when attempting to render a unit with an empty voxel model
  • Fixed a crash when attempting to load a map that contains invalid or non-existent TaskForce entries
  • Fixed a bug where the "Calculate Credits" tool did not take the outermost line of cells into account when calculating credits for the area
  • Fixed a bug where the terrain generator counted "Beach" (0xA) terrain as passable for land units
  • Fixed a bug where the editor could add a type to a typelist multiple times if it existed multiple times within a defining INI section (eg. [BuildingTypes])

v0.9.6

15 Jan 01:36
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New release, primarily for voxel rendering support and for big improvements in memory usage, but also comes with some other improvements.

Thanks to ZivDero for his initial implementation of voxel rendering, which we then optimized together to make it sufficiently performant.

Change log:

  • Added voxel rendering. This means that TS/YR vehicles and aircraft are now drawn properly.
  • The editor now loads SHP graphics as required for rendering objects instead of loading them all on startup. This massively lowers memory (RAM) and video memory (VRAM) use for the typical map, and also makes most maps load significantly faster.
  • Lowered memory (RAM) usage by freeing original TMP color data after the TMPs have been converted into GPU-rendering-compatible DirectX texture instances
  • Added aircraft options window, accessible by double-clicking on an aircraft on the map
  • Added support for the NoShadow Rules.ini key
  • Replaced object HP text boxes with sliders in object options windows
  • Fixed a bug where terrain at a specific height level wasn't replaced at the same height level upon painting over it
  • Fixed a crash in the "Select Building Target" window when hovering over or selecting the "None" item

v0.9.5

08 Jan 22:03
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First beta build with official support for Yuri's Revenge!

Authors: Rampastring, Morton, ZivDero

Special thanks to Morton and ZivDero for various features required for proper Yuri's Revenge support. You can view the commit history for full credits.

In addition to YR support, this release features improved height tools, some QoL improvements, and various bug fixes.

This is only a first implementation of proper Yuri's Revenge support and so there might be bugs. If you encounter any, please report them and we will fix them for the next release!

Significant changes compared to the previous release build:

  • Added support for RA2/YR [Countries]. As a prerequisite to this, Houses and HouseTypes are now internally split to different objects in the editor's codebase.
  • Added support for painting damaged walls
  • Added a tool for finding a specific waypoint on the map
  • Added "View" menu into the top bar
  • Added a tool for changing the height level of all cells on the entire map
  • Added "Building with Property" (BwP) target selection for "Attack Enemy Structure" and "Move to Enemy Structure" team script actions
  • Added map issue check for triggers being attached to themselves
  • Added a confirmation dialog for deleting triggers to protect against misclicks
  • Added object counts to house statistics in houses window
  • Added optional color coding support to terrain generator presets
  • Added optional color coding support to TileSets
  • (TS) Added support for new "Erase Attached Object" trigger action added to ts-patches
  • (YR) Added a window for editing RA2/YR Country properties
  • (YR) Added support for YR <Player@X> fake player houses
  • (YR) Added support for YR-specific TeamType properties
  • (YR) Added support for configuring Psychic Dominator lighting
  • The ground flattening tool no longer "sees through" cliffs, making it easier to use with back cliifs
  • Made it possible to revert steps in the tunnel tube placement tool
  • Moved "Houses" from the "Edit" menu to under the "Scripting" menu
  • Improved the waypoint placement window
  • Improved the names and descriptions of various trigger events and actions and team script actions
  • Fixed a bug where the editor's height tools did not take the Morphable= setting of TileSets into account
  • Fixed a bug where undo/redo entries were not cleared when the map was resized, leading attempting to Undo into crashing the editor or doing nonsensical things
  • Fixed a bug where TaskForce unit selection was not refreshed when changing the TaskForce in the TaskForces window
  • Fixed a bug where the sizes of the overlay, smudge and terrain object list panels was not refreshed when the window size was changed
  • Fixed a bug where the "Flash Team" trigger action had incorrect parameter types, making it unusable
  • Fixed a bug where triggers could be given nonsensical names when cloning them for easier difficulty levels
  • Fixed a bug where the editor would corrupt triggers when saving triggers that contained unknown action types
  • (TS) Fixed a bug where SpawnX houses did not use their proper indexes by default
  • (YR/Phobos) Fixed Phobos INI section inheritance to be fully recursive

v0.9.4

21 Nov 22:28
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New update with some new features and several fixes.

Contributors: Rampastring, ZivDero, Crimsonum

Change Log:

  • Added an area preview for pasting terrain
  • Added a context menu into the TaskForces window unit list
  • Added a selection window for trigger action tag parameter value selection (for "Destroy Tag" etc. actions)
  • Added tool for painting connected overlay (walls)
  • Added support for drawing high bridges
  • Added parameter value suggestion context menus for certain types of trigger event and action parameters (waypoints, locals, globals, "Center Camera on Waypoint", "Meteor Shower"). For locals and globals this replaces the previous selection window interface
  • Added support for RA2/YR-introduced optional P3Type in trigger events
  • Added support for inputting decimal numbers (Float TriggerParamType) for trigger actions 71 and 72
  • Added "Clone Action" option into script action context menu
  • Widened the script list in the scripts window
  • TeamType flags can now be customized. This enables WAE to support YR and engine extension additions to TeamType flags
  • Improved the handling of terrain height when copy-pasting and painting terrain
  • The cell info display now displays the mission of Foot objects (vehicles, infantry and aircraft) on the cell
  • Facing arrows are now drawn for buildings with voxel turrets and for spotlight towers
  • Facing arrows are now slightly wider
  • CellTags are now drawn with a cell-shaped checkerboard pattern
  • CellTags indicators are now drawn with the color of the trigger that is attached to the CellTag's tag
  • Pasting copied smudges now replaces existing smudges in the area
  • Fixed a bug where WAE did not write an "end of LZO data" marker to the IsoMapPack5 stream, which caused the map's most southeastern detailed cell to get erased into a 0-height clear tile when saving the map
  • Fixed a crash when loading a map that had a terrain object outside of the usable map area
  • Fixed a bug where the displayed terrain generation area was offset wrong by 1 cell
  • Fixed a bug where an empty condition object string in an AITriggerType was written as an empty string instead of <none>, causing the AITriggerType to get "corrupted" so that WAE failed to load the AITriggerType next time when you opened the map
  • Fixed a bug where the "Easy", "Normal" and "Hard" trigger difficulty check boxes were not functional
  • Fixed parsing of Rules.ini side list
  • Fixed ActsLike to point to Houses instead of Sides
  • Fixed WAE to write the default value of trigger parameter 7 (which is usually of "WaypointZZ" type) as A instead of 0
  • Fixed a bug where loading a map with a missing IsoMapPack5 section resulted in the loaded map being entirely blank
  • Fixed a bug where WAE did not detect a weapon type in Rules if it had only been defined as an elite weapon for a unit without having been referenced elsewhere
  • Fixed WAE missing the "Play Animation" team script action, which also caused the "Display Talk Bubble" team script action not to function
  • Fixed a bug where the LAT panel did not correctly auto-wrap to the next line in case there were more defined LATs than could fit on one line
  • Fixed a bug where high bridges were drawn at an incorrect height level
  • Fixed a bug where the background darkening effects of several windows did not always fill the entire window if you had resized WAE's window after startup
  • Improved debug logging on loading map

v0.9.3

25 Sep 16:47
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Major update to World-Altering Editor. Rough changelog compared to v0.9.2 follows.

Contributors: Rampastring, ZivDero, Morton

New features:

  • You can now resize WAE's window from the borders of the window, like most Windows applications
  • You can now toggle fullscreen (aka borderless windowed) mode with F11
  • Added option for Render Scale. This defines how big the editor's graphics are compared to the window resolution
    • These options have made the Display Resolution, Render Resolution and Upscale UI settings obsolete, so they have been removed.
  • File->Open and File->Save As now open the native Windows file selection dialog
  • Added "Browse" buttons to the main menu for game directory and map file selection. Clicking on these brings up the native Windows file selection dialog
  • You can now load the map-wide overlay image dynamically though Tools->Load Map-Wide Overlay
  • The minimap and megamap (F12) work again
  • All object properties windows (for buildings, vehicles and infantry) now have an arrow button next to the "Attached tag" field. Clicking on this button opens the trigger that is attached to the object's attached tag.
  • Editor themes have been unhardcoded. You can now modify them through Config/EditorThemes.ini
  • Implemented preset options for script actions that reference houses
  • Implemented graphicsl preview for pasting of overlay. This might come with a slight performance impact when you copy a lot of overlay, but it didn't seem too bad in some quick testing.
  • You can now scroll the tile selection interface using the Up and Down arrow keys

Bugfixes and improvements:

  • WAE's fullscreen mode (F11) now properly takes multiple monitors into account and maximizes the window on the monitor where the application is currently shown in, instead of always using the primary monitor's resolution as the window size (and thus ending up too big on secondary monitors that were smaller in resolution than the primary monitor)
  • The editor now supports defining -1 (meaning none) as the Waypoint of TeamTypes
  • Fixed a crash when drawing an animation that had no graphics
  • Fixed a crash when drawing a building that had no graphics
  • Fixed a crash when deleting or unselecting a house in the Houses window
  • Fixed a bug where the editor failed to properly parse SHP frames that were more than 256 pixels wide
  • Fixed a bug where damaged buildings drew the regular shadow instead of the shadow of the damage frame
  • Fixed a bug where the image of a structure was not immediately refreshed when its HP condition changed
  • Fixed a bug where AUto-LAT only supported one base LAT ground type for a LAT
  • Improved object sorting for rendering. This fixes some z-issues with buildings
  • You can now place smudges over already placed smudges when placing smudge collections
  • Smudge collections now constantly get their image randomized in placement mode to make it clearer that you are placing one of a collection
  • Fixed a bug where the scroll bar of the sidebar object selector was not updated when categories were expanded through searching
  • Improved the usability of the "Check distance" tool
  • Fixed animations not being renderered on map-defined buildings
  • Made some messages about map errors more detailed
  • The waypoint placement tool now uses a diamond-shaped cell cursor
  • Improved the texture of the "Framework mode" button (Credits: Bittah Commander)

Height support:

  • Fixed deletion mode cursor action not taking cell height into account
  • Fixed copy/paste of terrain not properly taking height levels into account
  • Fixed low bridge placement cursor not taking height levels into account
  • Fixed "Check distance" tool not taking height levels into account
  • Fixed tunnel rendering not taking 2D mode into account
  • Fixed terrain copying cursor not taking 2D mode into account
  • Fixed terrain generation cursor taking 2D mode into account
  • Fixed tube deletion cursor not taking 2D mode into account
  • Fixed Change Techno Owner cursor not taking 2D mode into account
  • Fixed Tiberium value calculation cursor not taking 2D mode into account
  • Fixed waypoint placement cursor not taking 2D mode into account

Game-specific:

  • ts-patches (TS): Added support for new CreateAutoSave trigger action
  • Phobos (YR): Trigger events, actions and script actions can now use any ID number
  • Phobos (YR): Added support for integer-type local variables

v0.9.2

02 Sep 15:51
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Minor fixes and improvements on top of the previous release.

  • Animations can now be hidden with RenderInEditor=no
  • Animations no longer get replacement text drawn when their graphics haven't been loaded
  • Added experimental animation translucency support
  • Added a button for viewing usages of local variables
  • Fixed a crash when attempting to shift-clone terrain objects or waypoints
  • EditorRules.ini can now be used to override Rules data
  • EditorRules.ini now has sections for object category overrides and hiding specific objects from the editor sidebar
  • Added ClearTaskforces function to internal API