Updated readme and changelog.

This commit is contained in:
Nyerguds 2024-09-22 15:49:02 +02:00
parent a4679f696c
commit 7d97953e58
3 changed files with 13 additions and 17 deletions

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@ -641,13 +641,13 @@ Unreleased.
* Added mission load checks and warnings on team type arguments, and on the limits of units/orders list lengths.
* Added system to avoid loading the same mod from both the workshop items and from the local mods under the Documents folder. If given by name, local mods are given priority.
* The \[Enter\] shortcut for the "Jump To" function is now indicated in the status bar in Waypoints and Celltriggers mode.
* Added a specific "PreviewScaleClassic" setting.
* Added a specific "PreviewScaleClassic" setting, rather than automatically calculating it from the one meant for the Remaster graphics.
* Fixed Red Alert map load not giving feedback on the removal of Aircraft.
* Added a warning indicator on the Autocreate option in the team types editor if the "Max Allowed" setting is set to 0.
* Enabling map terrain type indicators will now show a different color for each terrain type, editable per type in the settings file.
* The placement previews for map templates will now always show the terrain types. This indication will be less pronounced when the map terrain type indicators option is disabled.
* Added extra indicators (shortcut: F4) for cells occupied by objects on the map.
* Added outlines for overlapped buildings and Terrain objects. They will be considered overlapped if all of their cells that contain graphics are considered overlapped, since that would imply the object is obscured from view.
* Added outlines for overlapped buildings and Terrain objects. They will only be considered overlapped if all of their cells that contain graphics are considered overlapped, since that would imply the object is obscured from view.
* Added outlines for overlapped overlay and walls. This only affects solid overlay that obstructs the map, not pavement types. Note that for walls, this is disabled by default (see "OutlineColorWall" in [the manual](MANUAL.md#colors-and-transparency)).
* The overlap algorithm that determines if an outline is needed now works per infantry sub-cell position rather than per whole cell, giving much more accurate results.
* The overlap algorithm that determines if an outline is needed now keeps the draw-order of objects in mind, so an object that is drawn over another object will never be considered to be overlapped by that second one.
@ -672,3 +672,4 @@ Unreleased.
* Added support for C&C95 v1.06c's bib disabling and capturability rule tweaks.
* Fixed trigger changes on Terrain objects not immediately refreshing the map.
* Fixed an internal issue with the unit/infantry/building properties popup not cleaning up its internal resources after closing.
* Waypoints now use the "Select" cursor graphics as indicator on the map, rather than the green beacon that was barely visible behind the text.

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@ -185,7 +185,7 @@ namespace MobiusEditor.Dialogs
e.Handled = true;
break;
case Keys.Down:
MoveSelectionUpDown(lv,false);
MoveSelectionUpDown(lv, false);
e.Handled = true;
break;
case Keys.PageUp:
@ -272,7 +272,7 @@ namespace MobiusEditor.Dialogs
{
ListViewItem item = lv.Items[i];
Rectangle itemBounds = item.GetBounds(ItemBoundsPortion.Entire);
// items in ListView are only drawn if they are fully inside.
// items in ListView are only selected if they are fully inside.
if (!clientRect.IntersectsWith(itemBounds) || itemBounds.Bottom > clientRect.Bottom)
{
// passed visible area.

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@ -43,26 +43,23 @@ For usage and configuration, see [MANUAL.md](MANUAL.md).
A brief overview of the improvements and added features:
* Can be configured to run independently from the C&C Remastered Collection, using classic graphics.
* Multithreading for loading and saving, preventing the application from freezing during these operations.
* Can open files straight from the games' .mix archives.
* Improved problem detection in map loading, which will always give a full list of the found issues, rather than refusing to open the map.
* Keyboard shortcuts for most functions in the editor.
* Drag & drop support.
* Creating a map starting from an image containing the rough design and symmetry.
* Drag & drop support for opening missions.
* Flood fill function for map tiles, to easily fill large areas in water-based and Interior maps.
* Multithreading for loading and saving, preventing the application from freezing during these operations.
* Image export function, with adjustable scale, and choice of shown object types.
* An ini rules section in the map settings, with support for adding keys even in sections like [Basic] that are managed by the editor. The editor will automatically adapt to rule changes in RA maps.
* An ini rules section in the map settings. The editor will automatically adapt to rule changes conerning power use, bibs and capturability.
* Sole Survivor and Tiberian Dawn megamap support.
* Different size support for craters.
* A placement grid is shown while placing down or moving objects.
* Mod loading support to allow applying graphics fixes, and filling in graphics for objects that were not remastered.
* Missing objects added: unused decorations and pavements in Overlay and Smudge, and farmer fields and haystacks in Buildings.
* Mod loading support to allow applying graphics fixes, and filling in graphics for objects that were not remastered.
* The ability to enable/disable the added units of Red Alert's Aftermath expansion pack in missions.
* Vastly improved triggers and teamtypes editors, with clear descriptions and tooltips for all options, and a trigger analysis function to detect possible issues.
* Improved problem detection in map loading, which will always give a full list of the found issues, rather than refusing to open the map.
* Expanded Undo/Redo functionality to include all actions in the editor.
* Map objects overview, including analysis of unused scripting objects (triggers, globals, teams, waypoints).
* Power balance and silo level tools, which account for buildings scripted to be built later, and for rule tweaks in RA maps.
* Power balance and silo level tools, which account for rule tweaks and for buildings scripted to be built later.
* Tile randomisation in Red Alert interior maps, allowing the use of previously unused alternate graphics that exist for almost all tiles.
* Options in the editor's .config file can tweak specific editor behaviour, like disallowing overlapping bibs or theater-illegal objects.
* Options in the editor's .config file can tweak specific editor behaviour, like allowing overlapping bibs or theater-illegal objects.
The full change log can be viewed in [CHANGELOG.md](CHANGELOG.md)
@ -73,7 +70,5 @@ Some ideas that might get implemented in the future:
* A function to automatically add ant rules.
* The ability to change a map's theater.
* A copy & paste function.
* Support for classic fonts, so 1:1 image exports from Classic mode actually have readable labels.
* Support for Attack Tarcom orders.
* A filter on waypoints in the Teamtypes
* Showing linked triggers on the triggers UI