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v1.2.0 (beta)

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@Rampastring Rampastring released this 23 Sep 23:05
· 64 commits to master since this release

Significant update for both features and performance.

This update comes with a partially rewritten and much more optimized renderer that should work more smoothly especially when painting terrain on low-end PCs. Performance improvement varies from low double-digit percentages to over 300%, and is highest on maps that have a low amount of objects. The more objects a map has, the smaller the performance improvement becomes, but it should always be significant.

If you need further performance improvement, you can now disable shadows in the WAE launch menu.

This rewritten renderer can theoretically come with issues related to z-rendering and shadows, hence why this update is currently in beta status. Please report any bugs on the C&C Mod Haven Discord community, #wae-chat channel.

Finally, let me highlight the new WAE user manual, containing some tips and tricks for advanced use: https://github.com/Rampastring/WorldAlteringEditor/blob/master/docs/Manual.md

Full changelog:

  • Added a new "Copy Custom Shape" tool. This tool allows you to copy arbitrarily shaped areas instead of only rectangular areas
  • Rewritten renderer to skip a terrain rendering pass and make another terrain rendering pass batched instead of unbatched
  • Added advanced tool for cloning AITriggers for easier difficulty levels (Credits: Shush)
  • (TS+DTA) Added map issue check for using WAYPT_SPECIAL (waypoint #100) in the map
  • The AITrigger condition object type field has been changed from a text box into a pop-up selector (Credits: Shush)
  • You can now specify connected tile connection point directions with direction names instead of only a mask (Credits: ZivDero)
  • (RA2/YR) Fixed bug where trigger owner was searched from houses instead of housetypes. This could result in the owner of a trigger looking empty upon selecting a trigger, even when the trigger actually had a valid owner
  • (TS+DTA) Fixed a bug where generating standard houses did not assign their colors properly in the editor until you saved and reloaded the map