July 02, 2015 Patch

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Patch notes

Dota 2 Reborn

  • Fixed a crash when equipping taunts in the in-game hero loadout screen
  • Fixed the wrong games being selected in the Watch Live panel when you'd loaded more games
  • Fixed some games being stuck on "Waiting for Game Data" in the Watch Live panel
  • Taskbar will now flash on Match Ready
  • Fixed problems with mod2x shaders on SM3 hardware [nVidia 6000 + 7000 series, for example] which made the textures look like bright squares
  • Fixed many particles not appearing on shader model 3 cards [for example, nVidia 6000 and 7000 series].
  • Fixed a bug wherein-game portraits weren't updating correctly when selecting new units on low-end graphic settings and low framerates
  • Fixed bug where cutting down a tree did not properly update fog of war rendering on the client
  • Ember Spirit minimap icon.png Ember Spirit's Sleight of Fist, Juggernaut minimap icon.png Juggernaut's Omnislash and Zeus minimap icon.png Zeus' Thundergod's Wrath will now damage invisible units that have been revealed
  • Fixed client side replay recording. They are recorded with the 'record <filename>' console command
  • Fix bug causing connect/disconnect button to show as “reconnect” immediately after connection attempt starts, until initial communication is received from gameserver
  • Added and updated several language localizations
  • Fixed a bunch of issues in 5:4 aspect ratios (1280x1024)
  • Sounds in hero loadout now immediately stop when switching away to another hero or item set
  • Fixed various terrain issues
  • Custom Games: Exposed GameUI.GetClickBehaviors() to get the modal state of the mouse
  • Custom Games: AddedGameUI.SelectUnit( int nEntityIndex, bool bAddToGroup ) to the Panorama exposedAPIs
  • Custom Games: Game.PrepareUnitOrders() now may take a ShowEffects boolean that can be used to hide the interaction effects of the order
  • Custom Games: Fixed bug where SetCustomGameForceHero() did not work correctly for players assigned to custom teams
  • Custom Games: Added GameUI.SetMouseCallback( func ) to allow filtering of mouse commands before the main game window eats them
  • Custom Games: Added Abilities.IsDisplayedAbility() whether the ability shows up on the action bar
  • Custom Games: Abilities.GetKeybind() now works for items
  • Custom Games: Added Items.ShouldDisplayCharges()
  • Custom Games: Added Items.ShowSecondaryCharges()
  • Custom Games: Added Items.GetSecondaryCharges()
  • Custom Games: Added Game.DropItemAtCursor() which creates a 'drop item' command
  • Custom Games: Fixed bug where incorrect ability keybinds would be reported for abilities beyond the first 6
  • Custom Games: Fixed bug where towers assigned to custom teams would not attack unless "TeamCount" was specified in the addonInfo.txt of the game
  • Custom Games: "TeamCount" no longer needs to be specified in the addonInfo.txt file of a custom game that wants to use more than 2 teams
  • Custom Games: Fixed a problem with dropping Datadriven items that have passive modifiers with MODIFIER_ATTRIBUTE_MULTIPLE
  • Custom Games: Exposed BaseNPC's GetAggroTarget and SetAggroTarget functions to Lua script
  • Panorama: Added new UI example implementing some inventory functionality in Panorama, and demonstrating drag and drop
  • Panorama: New panel type: DOTAItemImage
  • Panorama: Added Panel2D.SetDraggable() and IsDraggable()
  • Panorama: DOTAAbilityImage panel supports the ability itself as context entity
  • SFM: fixed multi-second hang when dragging manipulator along surface
  • SFM: fixed particle systems not updating when their control points are manipulated or their visibility is toggled
  • SFM: fixed hang during simulation of particles that perform ray traces (for example, Tusk minimap icon.png Tusk's Snowball particle effect)
  • SFM: Auto-Attach Rig is now more robust

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