Not exactly that it changing already placed objects appearance on terrain edit. Feature has been requested as it is and will be implemented (but later). @Macron1 Also Im not accept request to “not add” feature
So on terrain change object will change DEF?
What if DEF configuration differs (object has another size and visible/passable/not passable cells for another terrain? I already have lot of mod objects that serve like University (for example), but have different sizes/look in terms of mask.
Than this feature can be turned on/off i guess. Or compare mask and replace object only if masks equal.
Feature will be obviously optional, mask compatibility also should be checked. Animation is selected from this object but from any other with same handler - map editor even ignore handlers.
There is plenty of objects in H3 that identical on all terrains except for appearance. It’s my suggestion so probably I’ll eventually try to contribute it to editor.
There were already some regressions, mostly afraid of more. (New code - the format itself will be changed anyway also it will have more automatic tests.) There are not trivial changes in RMG, please look at them.
No such regressions were found. (However due to our architecture loading of old save will break new features until restart as map format depends on handlers state.)
When exactly it’s occur for you? Tried to remove mods?
PS: One problem of editor is that it’s doesn’t check if mod enabled or not in launcher and load everything. So it’s crashing when it’s unable to load JSON that “invalid” since loading not as permissive as in VCMI.