* Removed old unused CONC tiling code from the source.
* Added logging to ROMFIS.
* Added alpha factors into the config
* Renamed "Map terrain types" menu to "Map land types".
* Added a reference in Smudge types to have an attached Building object, so bibs can actually be linked to their owner.
* Unified all flag rendering into one function, which correctly shows the preview flag in its intended position in case of overlaps.
* Added an option to all rendering functions to ignore alpha modifiers, so outline generation no longer needs to make specific no-transparency clone objects.
* Fixed bug in infantry drag-place redo
* Fixed bugs related to minimising the main window
* Added settings for the outline colours of all unowned object types.
* Reordered the MapLayerFlag enum to correspond to the flag layer classes
* Refactored the function that enables / disables the MapLayerFlag options based on the checked menu options
* Upgraded the HighQualityScale function to accept non-square image input and output
* Fixed TeamRemapManager to properly initialise TD and RA default remaps, after something broke with the recent edit to make it cache classic font remaps.
* Made techno occupancy into its own separate option.
* Added settings for all hashing colours
* Enabled terrain type hash-indicators on map template tool and placement previews.
* Fixed the fact the hash graphics used on the Map tool preview was a generated image in classic mode, instead of the "trans.icn" sprite.
* Added "lazy steam init" option to only initialise the link with Steam when the Publish dialog is opened.
* Updated readme to v1.5.1.0 options (I should REALLY learn to make separate branches, for that reason alone, ugh. Ah well, after this release.)
* Added support for embedded RAMIX names database file.
* Fixed mix entries not getting identification info if the info contains no filename.
* Mix archives are now indicated in the dialog as yellow.
* Allowed SimpleMultiThreading to work without the UI enable/disable function.
* Optimised refresh after closing a dialog.
* Split off Most Recently Used files system to a separate registry key so its mix file entries would not interfere with the official editor.
* Fixed MRU code that was set to only execute when not in debug mode.
* Added stricter checks on the identification of ini files
* Fixed the identification of audio files
* Fixed the identification of palette files
* Added code to identify .mrf fading tables, but only if they are first identified as .mrf by extension. Might build a more general pre-filtering on extensions later.
* Completed TD files list
* Changed "open from mix" function to be incorporated in the normal "open" mode.
* Cleaned up RA's ActionDataTypes class
* Fixed detection of strings files aborting on special arrow characters that exist in the original strings files.
* Fixed mix content analysis not working on files larger than 500k; this was supposed to work up to 5mb.
* Added code to filter out special houses (e.g. "None") by HouseTypeFlag rather than using hardcoded exceptions.
* Added code to fix the PlayerSettings control scrolling past the first selected alliance.
* Alliances mask now uses specific list for alliance-houses, which is filtered and sorted to potentially include special houses.
* PropertyTracker now has a function to retrieve data inside it in the requested type.
* Houses are now always saved with their own house name in their alliances list.
* Sole Survivor maps with all multi-Houses enabled will now have all those beyond Multi4 disabled on map load, to limit needlessly expanding the ini.
* Fixes in building overlap checking.
* Update of CONC pavement update logic.
* Aligned enums using /**/ blocks
* Added factory class for creating and initialising game plugins, to centralise a lot of the different logic.
* Migrated a ton of game-specific logic into the GameInfoClass objects for each game.
* Added support for fan-added theaters available in CnCNet: Snow for TD; Desert, Jungle, Barren and Cave for RA. These only work in classic mode, if their theater mix files are found in the configured classic files folder.
* Mouse zoom is now disabled during drag-scroll operations, since it invariably messed up the position calculations.
* Map templates, Smudge and Overlay are no longer restricted to specific theaters; if they exist in a theater, they are allowed.
* Theater-sensitive civilian buildings are no longer restricted to specific theaters; if they exist in a theater, they are allowed. Military buildings, incuding the theater-sensitive Misile Silo and Pillbox in RA, are always usable, no matter whether the theater has graphics for them.
* On Interior maps, the "ConvertRaObsoleteClear" logic will now generate spots of passable terrain outside the map border on any point where passable terrain touches the border, to allow potential reinforcements to enter the map there.
* Removed all hardcoded special code per vehicle and per building, in preparation for exporting all editor settings to ini.
* Added tighter checks on setting the info in a tool through its CurrentObject property.
* Added option to let the editor remember tool selection information between different opened maps of the same type.
* Optimised generating of terrain type indicator for 'river' in classic mode, by copying the alpha of another tile instead of doing an edge detect.
* Replaced 'IsFlat' flag on buildings with actual Z-sorting.
* Left-clicking on smudge no longer copies its properties into the tool, since left-click is needed to change smudge properties.
* Removed "NoMetaFilesForSinglePlay" option, and instead added "ClassicProducesNoMetaFiles".
* Added IDisposable to ITilesetManager.
* Made CellGrid[x,y] safe to use on illegal coordinates; it'll just return null.
* In old Red Alert maps which use Italy instead of Ukraine, The house settings for [Italy] will now be applied to Ukraine.
* The editor will now be allowed to load in classic mode without the RA expansion files present. Any missing graphics will be substituted by dummy graphics.
* Overhauled the "New Map" dialog using listboxes, to have more consistent tab order control, and to more easily mod in additional games / theaters.
* Added "Single-Player Scenario" checkbox on the "New Map" dialog.
* Added remap logic to fix Einstein's colors, using the remap system used by the other civilians.
* The power evaluation tool now takes buildings' damaged status into account.
* Multiple overlapping multiplayer flags will now be drawn as multiple flags on one cell, scaling down later overlapping ones.
* Multiple overlapping non-flag waypoints will no longer show up brighter on the map.