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Releases: CnCNet/WorldAlteringEditor

v1.6.3

29 Aug 20:22
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Hotfix release.

Fixes a bug where the overlay frame selector was unusable ever since v1.6.1 (wasn't adjusted for new sprite-sheet based rendering).

v1.6.2

28 Aug 23:41
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Third and possibly final release of the recent batch of major rendering improvements.

  • Fixed an issue where objects were half-invisible on Nvidia graphics cards
  • Depth rendering is now handled by vertex positions in 3D space and the GPU's interpolation instead of manual depth value writing in the pixel shader. This fixes the aforementioned bug, simplifies code, and also reduces the editor's use of VRAM.
  • Accuracy of depth rendering has been improved, especially when it comes to cliff-backs hiding objects like trees and buildings (WAE might now be very well be better at it than Tiberian Sun or Red Alert 2 - be careful when placing objects behind cliffs).
  • Fixed a crash (introduced in version v1.6.0) when using the Draw Connected Tiles tool
  • Fixed a bug where scrolling the map was impossible when the editor was running at over 500 FPS
  • Rendering of base nodes and waypoints has been optimized
  • Spotlight tower direction arrow visuals have been improved
  • Miscellaneous rendering fixes and improvements

v1.6.1

25 Aug 01:24
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This release brings another massive performance improvement by utilizing multiple techniques. Average frame-rate on AMD GPUs compared to version 1.5.x is now more than 10x higher, and also multiple times higher than on version 1.6.0. Nvidia GPUs likely also perform multiple times better, but haven't been benchmarked yet.

  • Object sprites are now collected into sprite-sheets on map load, preventing the GPU from having to do texture swaps and allowing much more aggressive batching of draw-calls, which lowers CPU overhead
  • WAE now has custom batchers for rendering both terrain and most kinds of objects, further reducing CPU usage compared to MonoGame's standard SpriteBatch
  • Terrain and object rendering shaders have been rewritten and are now somewhat lighter to compute
  • Fixed crashes in terrain generation introduced by v1.6.0 (Credits: Shush)
  • Fixed terrain objects having an extra dollar sign in front of their name on the cell info display

v1.6.0 (beta)

23 Aug 17:19
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Major release with optimized texture loading code. Released as a beta due to significant code refactoring: this version should mostly work, but there might be edge case bugs that cause crashes or visual strangeness.

WAE now combines all TMP terrain textures into one single mega-texture for rendering, saving the GPU driver from having to switch the active texture all the time, which particularly hurt performance on modern high-performance AMD Radeon GPUs. This should bring a performance increase between 50% and 700% depending on your hardware, with slower hardware seeing boosts from the lower end, and the highest gains observed on AMD Radeon RX 9000 series, likely because AMD's DX11 driver isn't as optimized as Nvidia's. This change slightly increased VRAM use, but the difference is unlikely to significantly reduce performance.

Other changes:

  • Houses can now be cloned
  • Added a window for quickly creating a team of mutually allied houses (Credits: Shush)
  • Added map issue check for multiple houses having the same name
  • Check box textures are now larger
  • Terrain Generator no longer places terrain objects on roads (Credits: Shush)
  • House Statistics now display alliance information (Credits: Shush)

v1.5.4

19 Aug 22:37
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Minor maintenance release.

  • Add C# script for activating a "Assign Area Guard Mission" cursor action, mainly as an example for programmers interested in making their own scripts that activate custom cursor actions
  • House statistics are now refreshed when enabling or disabling AI building repair for all buildings of a house (Credits: Shush)
  • (TS) Added support for Vinifera's enhanced text trigger action parameters and variable locals (Credits: Shush)
  • (YR) Fixed LAT panel not accepting input near the bottom border of the LATs
  • (YR) Fixed AITrigger condition options not including RA2/YR-specific conditions
  • TrainBridgeSet= is no longer required to be specified in the theater INI (please still avoid removing stock game keys from the theater INIs)
  • Updated ImageSharp and XNAUI libraries
  • Added parser constants for cell width and height

v1.5.3

28 Jul 14:13
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  • 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

20 Jul 22:56
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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.cs script was not included in the build output
  • Removed Add Map Reveal Trigger.ini preset INI code in preference of the script

v1.5.1

17 Jul 19:06
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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

07 Jun 12:25
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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 OverlayPack structure. 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 INItializableWindow UIs 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.ini was not loaded from the Default config folder
  • Minor code optimizations and fixes

wae-randomtriggerset
wae-objectsonbridges

v1.4.11

25 May 15:42
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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.ini was not read from the Default config folder
  • Slightly optimized and cleaned up rendering code