Releases: CnCNet/WorldAlteringEditor
v1.5.3
- Added animation selection and preview support to scripting window
- Added counts of AIRepairable and non-AIRepairable buildings to house statistics
- Cell info display no longer captures input
- SuperWeapon selection for trigger events and actions now uses a selection window instead of a context menu (Credits: Starkku, Rampastring)
- Script actions can now optionally be configured to use a window for preset selection, particularly useful for Phobos script actions that have a large number of preset parameter values (Credits: Starkku, Rampastring)
- Fixed a bug where the "Enter" key did not work in object selection windows if you had clicked on the object list or the window background panel before pressing Enter
- Fixed an edge case where the search bar was not active by default in object selection windows opened from pop-up selector controls
- Fixed a bug where right-click scrolling remembered its scrolling position when the cursor was moved over UI elements while scrolling, sometimes causing the camera to get sent into a corner of the map at extremely high speed when the cursor exited the UI element
- Fixed a bug where house statistics were not refreshed when the houses window was opened
- (YR/Phobos) Fixed trigger event ID validation relying on amount of event types instead of checking for IDs (Credits: Starkku, Rampastring)
v1.5.2
Hotfix release, mainly to fix keyboard hotkeys.
Credits to Bittah Commander for the new scroll bar button textures (both idle and hover-on variants).
- Fixed keyboard hotkeys not working
- Fixed scroll bars not receiving user input
- Added on-hover textures for scroll bar buttons
- Updated scroll bar button textures
- Fixed an issue where the
Add Map Reveal Trigger.csscript was not included in the build output - Removed
Add Map Reveal Trigger.inipreset INI code in preference of the script
v1.5.1
Minor maintenance release.
- Added C# script for adding a map reveal trigger to the map (Credits: Shush)
- (YR+Phobos) Added custom palette support for TerrainTypes (Credits: Starkku, Rampastring)
- You can now scroll drop downs when their size overflows the screen (due to upgrading Rampastring.XNAUI to version 3) (Credits: Rampastring)
- Cell info display now displays info about terrain objects and base nodes on the cell (Credits: Shush)
- You can now end tunnels by double-clicking on an existing tunnel node as long as the tunnel has at least two nodes (Credits: Shush)
- Fixed a bug where generic hotkeys stole input from cursor actions. Most notably, with default keyboard configuration, it was not possible to backtrack when painting tunnels (Credits: Rampastring)
- Fixed a rare bug where a waypoint value was assigned incorrectly when a script action with a waypoint parameter was selected (Credits: Rampastring)
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
v1.4.11
Minor maintenance release.
- Fixed a bug where cloned buildings shared their lit cells lists with the original buildings, sometimes causing lighting bugs when cloned light posts were moved or deleted
- Fixed a bug where
TerrainTypeImpassability.iniwas not read from theDefaultconfig folder - Slightly optimized and cleaned up rendering code
v1.4.10
Hotfix for issues brought by v1.4.9. Also fixes an older lighting bug.
- Fixed new maps showing up as blank
- Fixed UIConstants.ini not getting read, disallowing customizing of sidebar line height
- Fixed extra light (
ExtraUnitLight=etc.) not getting applied to remap colors
v1.4.9
- Voxel lighting has been adjusted to match the game closer (Credits: ZivDero)
- Fixed a bug where voxel remap was drawn 2x brighter than intended
- Fixed a crash when opening Action History window after erasing overlay
- Changed the way WAE loads INI configuration files. All INI configuration files (including UI configuration files) are still loaded from the main
Configfolder, but if a configuration file is not found from there, it is instead loaded from theDefaultfolder (and its subfolders). This makes the file structure simpler and allows distributing WAE in a way that updates no longer override mod configurations as long as the mod configurations have been applied properly. See/Config/ReadMe.txtfor more information. For people who only map for stock games, this change has no impact.
v1.4.8
This release fixes two more text box crashes discovered in v1.4.7.
v1.4.7
Non-beta release including selectable text.
HomeCell=andTheme=are now configurable through Edit -> Basic (Credits: Shush)- Fixed multiple crashes related to text boxes and generally improved behaviour of text selection (Credits: 11EJDE11, Rampastring)
v.1.4.6 (beta)
Adds text selection support in text boxes and improves responsiveness of hotkeys, making them trigger on key-down rather than key-up. Both of these changes are somewhat intrusive and have potential to cause bugs in some edge cases, which is why this build is marked as beta. So far, no issues have been found so most likely everything is fine, but you have been warned just in case.
Please report any potential issues found either here on GitHub issues, or on the #wae-chat channel of the C&C Mod Haven Discord server.
- Text can now be selected in text boxes everywhere in the editor. Text boxes now generally behave almost identically to standard Windows text boxes, including supporting common hotkeys like Ctrl+A, Ctrl+C, Ctrl+V, Ctrl+X, Home, and End. Of old XNAUI text box behaviour, ESC clearing the text box has been retained.
- Editor hotkeys are now triggered when you first press the keys down, instead of when you release them. This makes hotkeys more responsive.
- Added minutes to auto-save filename timestamp
- Fixed crash when smudges larger than 1x1 were rendered off the edge of the map

