@zeldarules28: Go Thanks for the vid. I just wanted to see more things already in place, such as the up and coming list and so on. It sure looks like a ghost town right now.
It looks great, Almost ready for release lol.
I'm uploading mine it has lower quality video, and no commentary(Music so you dont get bored) But I did quite a bit more exploring, And I couldnt get the replays to work, so they are not finished yet. I tested it with one My brother and I did.
If you have a item with 1 charge, and picked up another the same type item with 3 charge, the item in your slot would become 4 (if its max stack > 4). And the picked item would simply be removed.
It would keep stack until it reach max stack.
And you can countiune stack items when your inventory is full, so you can still pick up items ,if it can increase your stack.
But I find a bug in this system, it seems we need to set every item's Start Count charge parameters to 1 to get bug free.
for example, if item X's max stack is 5, and its Start Count is 2, and we have a item X with 4 stack ,and pick up another item X with 2 stack, it will result a item with 5 stack and a item with 4 stack. So it's a bug. But it seems if we set the Start Count to 1, it just work fine. (still needs more tests)
@Taintedwisp: Go Your vid would add something to Zelda's one if I could see your mouse cursor to understand where you clicked and if you talked about what you were doin instead of a Nirvana song ;-) But yeah, you took the time to show some screens I hadn't seen before.
uhhhh seether thank you lawl, Yeah I know, But I hit 480p thinking, small file size... i was wrong, I will Re-upload it in 720p, That video should be up in about 20-30 minutes.
Lol just kidding I know it isn't. If you can, make it so your mouse will appear. And dont move it around like crazy lol, people need to understand what you are doing.
@TheSkunk2: Go Longest list of changes I've ever seen.
@Renee2islga: Go Both methods cause the game to appear on the open games
list.
It opens a lobby for unpopular games.
I think this is because the search time would be too long - so it lets
you in to a lobby so you can see how many other people are ready to
play, and start it earlier if you want - rather then the search, which
won't tell you see how many other people are playing and will only start
when you have the maximum about of players.
In other words, it just does that to help out maps that don't have
enough popularity. They thought the search would make people playing
low-popularity maps too frustrated by making them wait (in the dark) for
a full game. (Especially if you have a low popularity map that can sport
10 players. Then you have to wait for 10 people to search for your map
to play, unlike the lobby were you can start it with only four people or
something)
I agree it could be more intuitive. I have noticed that SOMETIMES it
will give you a message saying "There were no open lobbies for this map.
Do you want to create one?" before going in to lobby mode, but it
doesn't always. Maybe that is always supposed to show when going in to a
lobby? If it gave a message like that every time, it would make it more
intuitive.
dose that mean you can tell if there is peeps waiting to play in a room? on the Open Game List tab?
Any idea if maps from the old versions will show up in 1.5? I think Blizz should just erase all maps since 99% of them are just broken maps. Mappers can just republish the maps they want.
Any idea if maps from the old versions will show up in 1.5? I think Blizz should just erase all maps since 99% of them are just broken maps. Mappers can just republish the maps they want.
I think I've read somewhere that all of the current maps will be put in the "other" catagory.
Update: As I said before, the 1.5 add a greate feature that allow you to use trigger to dynamicly control almost every built-in UI elements just like they are normal trigger dialogs
And now I found the beta build add additonal support for this, not only the UI layer, it even allow us to use triggers to contron unit status bar frame
Which means we can dynamicly control and modify the startus bars of every single unit, just like controling a normal trigger dialog.
LOL i just hit reply on yours for no reason lol, it was completely random, that video was made, because the first was Low quality. and didnt show the mouse.
and the list your asking for is impossible because they never released the original notes here are all for patch 1.5
General
New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are:
Support has been added for custom unit status bars.
New “Nineslice” Border Method for additional image border support.
Support for bulleted lists for use in Trigger Dialogs have been added.
New word wrapping tags for use in Trigger Dialogs have been added.
Frames in the standard UI can now be hooked up as Trigger Dialogs.
Editor users can now use LastCreatedHelpItem to store tips, and the DestroyHelpItem trigger function has been added to destroy tips individually instead of destroying tips all at once.
New Trigger Dialog item types have been added: Tooltip, Unit Status, Unit Status Bar, Unit Status Duration Bar, Portrait, Unit Model, Offscreen Unit, Unit Target
New Trigger Dialog item properties have been added: Behavior, Actor, Unit, Unit Link, Model, Paused, Light, Team Color, Team Color Index, Camera, Paused
Support has been added to allow mod makers to control the UI for observers, and to control the behavior of individual dialog items when observing.
Various improvements have been made to the Overview Manager:
The Game Data component now displays all objects used by the document, even if they are defined in dependencies.
The folder hierarchy has been simplified, and view options for folder and type display have been added.
The usage count for each object is now displayed in the item text.
The tree view state is now preserved after reloading data.
Support has been added for custom, high-resolution minimap images.
Support has been added for a self-cast hotkey.
Support has been added to allow for item stacking.
Support has been added to define multiple lighting regions in the game world.
Minimap icons can now be adjusted by scale, background, background scale, and color.
The editor has been updated to use Visual Styles.
Font Style editing has been added to the Text Module.
Optimizations have been made to improve dependency loading.
Additional Test Document preferences have been added for editor and game window minimization behavior.
A new map option called Static Shadow Intensity has been added, which is used during static shadow generation. This option is found in the Map Options section of the Map menu.
A new map option called Stagger Periodic Trigger Events has been added. This option is found in the Map Options section of the Map menu.
The New Document dialog has been improved to make it easier to configure starting document types and dependencies.
Preliminary support has been added to allow for better configuration of new physics FX, such as ragdoll deaths, combat-driven impulses, water ripples, and collision-based water splashes. Future updates will include additional editor support, documentation, and physics-enabled assets for creators to use in their maps.
Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys.
Font Glow support has been added.
A new InlineJustification font flag has been added.
Red text has been improved to now filter into different error type groups.
Pressing Control + Alt + F11 now allows mod makers to reload the UI. This allows changes made to layout files to be reflected immediately without having to restart the game.
Frames now have a field called AlphaMaskTexture that can mask out the rendering of their children. This can be used primarily to mask out the hard edges of Portrait Frames.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.
Data Module
Support has been added for effect, behavior, and learn ability tooltip images.
Support has been added for the Launch Missile effect to validate placement at the targeted location.
Support has been added for missile reflection effects.
A unit flag has been added to specify that a unit’s vision test should only occur from its center (and not include its radius).
A Stunned flag for Behaviors has been added that allows the queuing of commands.
Effects can now be executed when an attribute, power, or veterancy level changes.
Behavior modifications can now be upgraded.
Effect abilities can now specify a custom tooltip, icon, and name for the learn ability to use.
A new flag has been added to button data to disable showing an ability level in the tooltip.
Doodads can now be configured to change their opacity when the local player has vision of them.
Occluded model opacity can now be customized.
The launch offset on missile effects is now supported.
Existing units may be launched as missiles with the launch missile effect.
“Unified” movement and attack speed factors have been added which add the most positive and negative factors together to get the actual adjustment. This factor will be multiplied by the existing cumulative modifiers.
“Supported filters” have been added to the attack ability to control what types of units are allowable targets and which units are simply ignored.
“Follow filters” and “move filters” have been added to the move ability to control what types of units can be followed or moved to.
Charges now maintain their existing count when the max count increases.
A new power alliance state has been added.
A “pre-emptable” flag has been added to effect abilities to indicate that the ability should not be canceled when pre-empted (ie. due to a stun).
A separate camera height map has been added. This height map is much smoother than the flyer height map, and the camera data can now choose which height map to use.
The “Override Colors” associated with Game UI data can now be upgraded.
Conjoined behaviors can now customize what properties are shared by each unit in the group (including visibility and specific vitals).
Effect ability times are now upgradeable.
A new User-Defined Data System has been added. This can be accessed through the new User type in the Data module, as well as its corresponding functions in the trigger library.
The Data Module has been updated to use a horizontal auto-layout to better utilize available screen space.
New data types have been added:
Army Categories
Army Units
Army Upgrades
Bank Conditions
Characters
Heroes
Hero Abilities
Hero Statistics
Locations
Maps
Objectives
Physics Materials
Preload
Tactical AI Cooldowns
User Types
Terrain Module
Two new brushes have been added to the Terrain Module:
Preplaced Creep brush
Lighting Regions brush
Support has been added for multiple layer selection operations (see Layer >> Select From).
Preplaced units and doodads can now be configured to adjust the height map.
A new distance measuring tool has been added, which measures both straight-line and pathing distances (see Tools >> Measure Distance).
New terrain copy/paste options have been added to include or exclude textures, geometry, and water (see Edit >> Copy Options).
Placed units and doodads may now be named and shown/hidden on an individual basis (see View >> Show UI >> Show Palette Existing Objects).
Custom tags may now be defined and assigned to placed objects to help categorize and display them (see View >> Show Tags).
A new option has been added for diagonal grid display (see View >> Show Grid >> Diagonal Grid).
New map image export options have been added for using minimap dimensions and importing directly into the map (see Data >> Export Map Image).
Trigger Module
When a player now pings the minimap or game world, a new event called Player Ping is dispatched which contains the location of the ping and the unit that was pinged (if any).
The minimap now updates when water changes through triggers.
A new player property has been added to disallow resource splitting when players drop from a game.
Functionality has been added to the script test window to show overall memory usage within the script system.
Array sizes may now be defined using constant integer variables.
An Expression value source has been added for more easily defining complex mathematical expressions or text concatenations.
Many new Library functions have been added! Please visit our Custom Maps forum for a complete list of these additions.
Actor
A new ActorInfoDisplay cheat has been added for live actor debugging.
Support has been added for Line and Arc targeting cursor support.
Terrain squib support has been added for tileset-specific dust or snow clouds FX.
Attach, AttachModel, AttachModelOffset, and AttachOffset messages have been added for dynamically adding, positioning, and rotating attached actors more easily. This will makes it easier to arbitrarily cobble together units made out of multiple models and attachments.
New messages have been added for configuring strobe selection on actors (such as halos and strobe pulses). Associated messages have also been added for setting halo, strobe color, width, and more.
Initial support has been added for Serpent Actors, which allows for creation of serpent units by driving attachment points within a model or by stringing together multiple models. This functionality will continue to change and improve with future updates.
Additional custom death support has been added for making situational unit fatalities. There is now built-in support for triggering fatalities from X damage over Y intervals, and by “overkilling” a unit by X damage or more.
Added CActorSiteOpMotionDirection to enable unit death models to continue forward with the velocity the unit had at the time of death, enabling corpses to skid to a stop.
It is now very easy to add terrain-specific launch and impact FX, such as a snow burst on a Siege Tank impact.
Added a number of minimap icon customization options in CActorUnit, both via field and several new messages.
CActorRegions can now be filtered based on an associated ability if configured. Region queries can now send a unique response to the closest unit if configured. Regions can now also be rotated.
CActorRange can now restrict the icons drawn to relative cliff levels.
Added SetTextSize message for changing text size on CActorText.
Added CActorSiteOpIncoming, which makes it easier to configure attach FX to match the incoming direction of an attack (regardless of whether it is a ranged direct attack or a missile attack).
Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this.
Added CActorSiteOpRotationRandom for randomly positioning actors within a given yaw and/or pitch angle.
Added CActorTermKilledByEffect for customizing deaths to particular abilities.
Added CActorTermIsKnownAs for testing whether actors have a particular alias.
Added CActorTermUnitWalking for testing when CActorUnits are walking.
Added CActorSiteOpHigherOfTerrainAndWater for positioning actors on the terrain or the water above it (if any).
Added CActorTermMissileTentacle and CActorTermMissileTentacleIsReturning to allow for better configuration of customized tentacles, particularly for units with multiple tentacles.
CActorDoodad now has a number of new fields for customizing opacity, imposing no-fly zones, and boosting terrain levels underneath the doodad, so that creep can show up on bridges.
Added CActorPropertyCurveSet to animate properties like TintColor, Position, and Rotation with splines.
Added a GameInitialize message for creating actors at game initialization.
Added a message for showing all power circles at once.
Added a term to check the level of an ability for ability messages.
Added a new ScenePowerShowAll actor message that will show/hide power for all allied power sources.
It is now possible to send actor messages to portraits in the glue screens.
It is now possible to swap a CActorModel’s model, a CActorSplat’s splat, and a CActorSound’s sound before they initialize to avoid the performance hit of first creating one model and replacing it with another.
Compose portraits from multiple CActorModels can now be used more easily. FaceFX and animations can now be redirected to models other than the one in the main CActorPortrait.
A new Camera Actor has been added for controlling the camera through actor events.
A new Scene Actor has been added for controlling global actor settings (Halo settings, Power visual hiding).
A new Light Actor has been added to allow for easier light creation in data. Many new messages for configuring light in this manner have also been added.
A new Creep Actor has been added for higher performance creep effects, such as creep engulfment.
Galaxy
New support has been added to the Trigger Debug Window for breakpoints, stepping through functions, and variable inspection.
Galaxy script code memory limit has been increased: 4x-10x more memory can now be utilized depending on how scripts are being used.
New support has been added for passing structure, array, and function references as function parameters.
Galaxy error message output has been improved.
Publishing
The Game Variants dialog now includes a Genre setting which determines a fixed category for Arcade maps.
Arcade support has been added to the Editor for mod creators to fill out their Arcade game info page.
Graphics
Anti-aliasing support has been added to smooth out edges in the game. This can be toggled on or off in the Graphics section of the Options Menu.
New support has been added to define multiple lighting regions in the game world.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.
@zeldarules28: Go Thanks for the vid. I just wanted to see more things already in place, such as the up and coming list and so on. It sure looks like a ghost town right now.
@SoulFilcher: Go
It looks great, Almost ready for release lol. I'm uploading mine it has lower quality video, and no commentary(Music so you dont get bored) But I did quite a bit more exploring, And I couldnt get the replays to work, so they are not finished yet. I tested it with one My brother and I did.
Here is a good news:
Items would automaticly be stacked in 1.5 beta!
If you have a item with 1 charge, and picked up another the same type item with 3 charge, the item in your slot would become 4 (if its max stack > 4). And the picked item would simply be removed.
It would keep stack until it reach max stack.
And you can countiune stack items when your inventory is full, so you can still pick up items ,if it can increase your stack.
But I find a bug in this system, it seems we need to set every item's Start Count charge parameters to 1 to get bug free.
for example, if item X's max stack is 5, and its Start Count is 2, and we have a item X with 4 stack ,and pick up another item X with 2 stack, it will result a item with 5 stack and a item with 4 stack. So it's a bug. But it seems if we set the Start Count to 1, it just work fine. (still needs more tests)
There, It says Video edits are being processed, so you have to wait for the music lol.
Also Youtube gave their shit an Overhaul for uploading videos lol.
It is strange...
When I run a map from the Editor, the unit portrait in game would become 2D.
But if I start game from StarCraft II Beta.exe, the game portrait would work fine. Is there anyone get similar issue?
@Taintedwisp: Go Your vid would add something to Zelda's one if I could see your mouse cursor to understand where you clicked and if you talked about what you were doin instead of a Nirvana song ;-) But yeah, you took the time to show some screens I hadn't seen before.
@SoulFilcher: Go
uhhhh seether thank you lawl, Yeah I know, But I hit 480p thinking, small file size... i was wrong, I will Re-upload it in 720p, That video should be up in about 20-30 minutes.
Official Patch notes: http://us.battle.net/sc2/en/forum/topic/5271506462
@Taintedwisp: Go Huh Seether? Is that a cover band?
Lol just kidding I know it isn't. If you can, make it so your mouse will appear. And dont move it around like crazy lol, people need to understand what you are doing.
@TheSkunk2: Go Longest list of changes I've ever seen.
@SoulFilcher: Go
lol It was a setting in Fraps, dont worrie. Playing Quick match with bro now, will do the video in a bit.
dose that mean you can tell if there is peeps waiting to play in a room? on the Open Game List tab?
Any idea if maps from the old versions will show up in 1.5? I think Blizz should just erase all maps since 99% of them are just broken maps. Mappers can just republish the maps they want.
I think I've read somewhere that all of the current maps will be put in the "other" catagory.
That's what I'm talkin' about.
Can someone make a list of changes from 1.5 alpha to beta?
@Bibendus: Go
Here I made a High Definition Video with the mouse showing.
oh my fucking god
holy fucking shit
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Taintedwisp: Go
I mean a list of all editor changes that were made on this version (new triggers, var types, etc)
@Alevice: Go
Doesn't "Send generic trigger event named "ABC" basically do the same as "Run Trigger"?
°scratches head°
@Bibendus
LOL i just hit reply on yours for no reason lol, it was completely random, that video was made, because the first was Low quality. and didnt show the mouse.
and the list your asking for is impossible because they never released the original notes here are all for patch 1.5
General
New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are:
Support has been added for custom unit status bars.
New “Nineslice” Border Method for additional image border support.
Support for bulleted lists for use in Trigger Dialogs have been added.
New word wrapping tags for use in Trigger Dialogs have been added.
Frames in the standard UI can now be hooked up as Trigger Dialogs.
Editor users can now use LastCreatedHelpItem to store tips, and the DestroyHelpItem trigger function has been added to destroy tips individually instead of destroying tips all at once.
New Trigger Dialog item types have been added: Tooltip, Unit Status, Unit Status Bar, Unit Status Duration Bar, Portrait, Unit Model, Offscreen Unit, Unit Target
New Trigger Dialog item properties have been added: Behavior, Actor, Unit, Unit Link, Model, Paused, Light, Team Color, Team Color Index, Camera, Paused
Support has been added to allow mod makers to control the UI for observers, and to control the behavior of individual dialog items when observing.
Various improvements have been made to the Overview Manager:
The Game Data component now displays all objects used by the document, even if they are defined in dependencies.
The folder hierarchy has been simplified, and view options for folder and type display have been added.
The usage count for each object is now displayed in the item text.
The tree view state is now preserved after reloading data.
Support has been added for custom, high-resolution minimap images.
Support has been added for a self-cast hotkey.
Support has been added to allow for item stacking.
Support has been added to define multiple lighting regions in the game world.
Minimap icons can now be adjusted by scale, background, background scale, and color.
The editor has been updated to use Visual Styles.
Font Style editing has been added to the Text Module.
Optimizations have been made to improve dependency loading.
Additional Test Document preferences have been added for editor and game window minimization behavior.
A new map option called Static Shadow Intensity has been added, which is used during static shadow generation. This option is found in the Map Options section of the Map menu.
A new map option called Stagger Periodic Trigger Events has been added. This option is found in the Map Options section of the Map menu.
The New Document dialog has been improved to make it easier to configure starting document types and dependencies.
Preliminary support has been added to allow for better configuration of new physics FX, such as ragdoll deaths, combat-driven impulses, water ripples, and collision-based water splashes. Future updates will include additional editor support, documentation, and physics-enabled assets for creators to use in their maps.
Inventory commands (Use, Move, and Pawn) are now available as custom hotkeys.
Font Glow support has been added.
A new InlineJustification font flag has been added.
Red text has been improved to now filter into different error type groups.
Pressing Control + Alt + F11 now allows mod makers to reload the UI. This allows changes made to layout files to be reflected immediately without having to restart the game.
Frames now have a field called AlphaMaskTexture that can mask out the rendering of their children. This can be used primarily to mask out the hard edges of Portrait Frames.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.
Data Module
Support has been added for effect, behavior, and learn ability tooltip images.
Support has been added for the Launch Missile effect to validate placement at the targeted location.
Support has been added for missile reflection effects.
A unit flag has been added to specify that a unit’s vision test should only occur from its center (and not include its radius).
A Stunned flag for Behaviors has been added that allows the queuing of commands.
Effects can now be executed when an attribute, power, or veterancy level changes.
Behavior modifications can now be upgraded.
Effect abilities can now specify a custom tooltip, icon, and name for the learn ability to use.
A new flag has been added to button data to disable showing an ability level in the tooltip.
Doodads can now be configured to change their opacity when the local player has vision of them.
Occluded model opacity can now be customized.
The launch offset on missile effects is now supported.
Existing units may be launched as missiles with the launch missile effect.
“Unified” movement and attack speed factors have been added which add the most positive and negative factors together to get the actual adjustment. This factor will be multiplied by the existing cumulative modifiers.
“Supported filters” have been added to the attack ability to control what types of units are allowable targets and which units are simply ignored.
“Follow filters” and “move filters” have been added to the move ability to control what types of units can be followed or moved to.
Charges now maintain their existing count when the max count increases.
A new power alliance state has been added.
A “pre-emptable” flag has been added to effect abilities to indicate that the ability should not be canceled when pre-empted (ie. due to a stun).
A separate camera height map has been added. This height map is much smoother than the flyer height map, and the camera data can now choose which height map to use.
The “Override Colors” associated with Game UI data can now be upgraded.
Conjoined behaviors can now customize what properties are shared by each unit in the group (including visibility and specific vitals).
Effect ability times are now upgradeable.
A new User-Defined Data System has been added. This can be accessed through the new User type in the Data module, as well as its corresponding functions in the trigger library.
The Data Module has been updated to use a horizontal auto-layout to better utilize available screen space.
New data types have been added:
Army Categories
Army Units
Army Upgrades
Bank Conditions
Characters
Heroes
Hero Abilities
Hero Statistics
Locations
Maps
Objectives
Physics Materials
Preload
Tactical AI Cooldowns
User Types
Terrain Module
Two new brushes have been added to the Terrain Module:
Preplaced Creep brush
Lighting Regions brush
Support has been added for multiple layer selection operations (see Layer >> Select From).
Preplaced units and doodads can now be configured to adjust the height map.
A new distance measuring tool has been added, which measures both straight-line and pathing distances (see Tools >> Measure Distance).
New terrain copy/paste options have been added to include or exclude textures, geometry, and water (see Edit >> Copy Options).
Placed units and doodads may now be named and shown/hidden on an individual basis (see View >> Show UI >> Show Palette Existing Objects).
Custom tags may now be defined and assigned to placed objects to help categorize and display them (see View >> Show Tags).
A new option has been added for diagonal grid display (see View >> Show Grid >> Diagonal Grid).
New map image export options have been added for using minimap dimensions and importing directly into the map (see Data >> Export Map Image).
Trigger Module
When a player now pings the minimap or game world, a new event called Player Ping is dispatched which contains the location of the ping and the unit that was pinged (if any).
The minimap now updates when water changes through triggers.
A new player property has been added to disallow resource splitting when players drop from a game.
Functionality has been added to the script test window to show overall memory usage within the script system.
Array sizes may now be defined using constant integer variables.
An Expression value source has been added for more easily defining complex mathematical expressions or text concatenations.
Many new Library functions have been added! Please visit our Custom Maps forum for a complete list of these additions.
Actor
A new ActorInfoDisplay cheat has been added for live actor debugging.
Support has been added for Line and Arc targeting cursor support.
Terrain squib support has been added for tileset-specific dust or snow clouds FX.
Attach, AttachModel, AttachModelOffset, and AttachOffset messages have been added for dynamically adding, positioning, and rotating attached actors more easily. This will makes it easier to arbitrarily cobble together units made out of multiple models and attachments.
New messages have been added for configuring strobe selection on actors (such as halos and strobe pulses). Associated messages have also been added for setting halo, strobe color, width, and more.
Initial support has been added for Serpent Actors, which allows for creation of serpent units by driving attachment points within a model or by stringing together multiple models. This functionality will continue to change and improve with future updates.
Additional custom death support has been added for making situational unit fatalities. There is now built-in support for triggering fatalities from X damage over Y intervals, and by “overkilling” a unit by X damage or more.
Added CActorSiteOpMotionDirection to enable unit death models to continue forward with the velocity the unit had at the time of death, enabling corpses to skid to a stop.
It is now very easy to add terrain-specific launch and impact FX, such as a snow burst on a Siege Tank impact.
Added a number of minimap icon customization options in CActorUnit, both via field and several new messages.
CActorRegions can now be filtered based on an associated ability if configured. Region queries can now send a unique response to the closest unit if configured. Regions can now also be rotated.
CActorRange can now restrict the icons drawn to relative cliff levels.
Added SetTextSize message for changing text size on CActorText.
Added CActorSiteOpIncoming, which makes it easier to configure attach FX to match the incoming direction of an attack (regardless of whether it is a ranged direct attack or a missile attack).
Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this.
Added CActorSiteOpRotationRandom for randomly positioning actors within a given yaw and/or pitch angle.
Added CActorTermKilledByEffect for customizing deaths to particular abilities.
Added CActorTermIsKnownAs for testing whether actors have a particular alias.
Added CActorTermUnitWalking for testing when CActorUnits are walking.
Added CActorSiteOpHigherOfTerrainAndWater for positioning actors on the terrain or the water above it (if any).
Added CActorTermMissileTentacle and CActorTermMissileTentacleIsReturning to allow for better configuration of customized tentacles, particularly for units with multiple tentacles.
CActorDoodad now has a number of new fields for customizing opacity, imposing no-fly zones, and boosting terrain levels underneath the doodad, so that creep can show up on bridges.
Added CActorPropertyCurveSet to animate properties like TintColor, Position, and Rotation with splines.
Added a GameInitialize message for creating actors at game initialization.
Added a message for showing all power circles at once.
Added a term to check the level of an ability for ability messages.
Added a new ScenePowerShowAll actor message that will show/hide power for all allied power sources.
It is now possible to send actor messages to portraits in the glue screens.
It is now possible to swap a CActorModel’s model, a CActorSplat’s splat, and a CActorSound’s sound before they initialize to avoid the performance hit of first creating one model and replacing it with another.
Compose portraits from multiple CActorModels can now be used more easily. FaceFX and animations can now be redirected to models other than the one in the main CActorPortrait.
A new Camera Actor has been added for controlling the camera through actor events.
A new Scene Actor has been added for controlling global actor settings (Halo settings, Power visual hiding).
A new Light Actor has been added to allow for easier light creation in data. Many new messages for configuring light in this manner have also been added.
A new Creep Actor has been added for higher performance creep effects, such as creep engulfment.
Galaxy
New support has been added to the Trigger Debug Window for breakpoints, stepping through functions, and variable inspection.
Galaxy script code memory limit has been increased: 4x-10x more memory can now be utilized depending on how scripts are being used.
New support has been added for passing structure, array, and function references as function parameters.
Galaxy error message output has been improved.
Publishing
The Game Variants dialog now includes a Genre setting which determines a fixed category for Arcade maps.
Arcade support has been added to the Editor for mod creators to fill out their Arcade game info page.
Graphics
Anti-aliasing support has been added to smooth out edges in the game. This can be toggled on or off in the Graphics section of the Options Menu.
New support has been added to define multiple lighting regions in the game world.
Lighting can now be changed per player via triggers.
Unit-specific Halo support has been added for pre-targeting.
It is now possible to customize the intensity of a map’s pre-generated static shadows.