v1.5.0
Major release with multiple new features for advanced users as well as enhancements to existing functionality.
Contributors: Rampastring, Shush, ZivDero
- Added Create Random Trigger Set advanced option to Triggers window (Credits: Shush)
- Added TaskForce cost information display to TeamType hover-on info panel (Credits: Shush)
- Added support for writing OverlayType indexes beyond 254 to the map file in case such overlays are placed down on the map. Use of this feature currently requires the latest in-development version of Vinifera (TS) or Phobos (YR) as this required extending the map file's
OverlayPackstructure. Vanilla TS and RA2/YR cannot load maps that use OverlayType indexes beyond 254. (Credits: ZivDero)- This feature is automatically used only in case you place down an OverlayType with an index greater than 254. As long as you have no such overlays on the map, your maps made with WAE will remain compatible with the original game engines.
- Infantry and vehicles on bridges (with the "On Bridge" check-box checked) are now correctly drawn on top of bridges. Units that have the On Bridge flag off are still drawn under bridges if placed under bridges. Input handling also partially takes this draw offset into account.
- Scripting API has been upgraded to version 2, giving more power to map scripts. Scripts can now display custom
INItializableWindowUIs and interact with more parts of the application, like EditorState (active tool/cursor, brush size, AutoLAT state etc.) and the Undo/Redo system. - High bridge shadows should no longer overlap with high bridge endings
- Fixed a bug where object dragging and rotating lines still took height level into account when the editor was in 2D mode
- Fixed a limitation where high bridge heads could be displayed in damaged state
- Fixed a bug where
EditorRules.iniwas not loaded from theDefaultconfig folder - Minor code optimizations and fixes

