July 20, 2015 Patch

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Patch notes

  • Fixed a bug where projectiles launched from dominated creeps could sometimes be created at the wrong position in the world.
  • Fixed a bug where Nature's Prophet minimap icon.png Nature's Prophet Sprout could occasionally let enemies see inside of the ring of trees.
  • Client will now confirm that selected regions can be pinged before entering the matchmaking queue.
  • Client will prompt to confirm region selection, if automatic selection is not used and user choices appear sub-optimal.

Dota 2 Reborn

General

  • Ranked Matchmaking has been enabled in Reborn Beta.
  • Compendium challenges are now enabled. For the next few weeks, challenges completed in the Reborn Beta award 50% additional coins.
  • Reworked the client and server animation timing systems in order to improve features sensitive to animation desyncs, such as last hitting and projectiles.
  • Enabled all cosmetic items released by 7/16 (including the Collector's Cache and Immortal Treasure 3)
  • Rebuilt the network stream system in order to improve packet reliability as well as how the game responds whenever there is packet loss
  • Fixed input lag in DX9 in cases where the GPU couldn’t keep up with the CPU.
  • Fixed a bug where in-game portraits weren't showing overridden models, for example, Crystal Maiden minimap icon.png Crystal Maiden's Arcana.
  • Fixed a crash relating to Luna minimap icon.png Luna's Eclipse when she has Aghanim's Scepter icon.png Aghanim's Scepter.
  • Fixed a crash related to combining Observer Ward icon.png Observer Wards and Sentry Ward icon.png Sentry Wards on the courier.
  • Fixed "Normal Maps" video setting not being saved properly.
  • Fixed some video settings changes getting reverted if they were made while playing a custom game.
  • Fixed cases where fire particles in the map would show through tree geometry.
  • Improved the performance with Tinker minimap icon.png Tinker's Immortal Rollermawster.
  • Reduced CPU usage of sound output.
  • Added support for 7.1 audio systems.
  • Made various adjustments to the Dota map.
  • Fixed a bug with Windranger minimap icon.png Windranger's first blood voice line.
  • Improved font size for Thai characters.
  • Fixed a bug where the courier's deliver items command could get into a bad state if one courier was dead.
  • Fixed various client crashes and memory leaks.

User Interface

  • Pressing the Enter key when the accept match dialog appears will now accept the match.
  • Join Chat Channel dialog now allows sorting by channel name or channel member count.
  • Added support for copy/paste to the dashboard chat.
  • Added support for initiating and accepting trades from within the game client.
  • Added the ability to gift wrap items from the armory.
  • Fixed bugs where popups or context menus related to chat were minimizing the chat while they're up.
  • Fixed some bugs where left/right clicking while interacting with a text selection in a label was behaving strangely.
  • The embedded web browser is now properly put into Background Mode when the browser is no longer visible.
  • Fixed a bug where tooltips wouldn't appear in the accept match dialog after the player accepts/declines.
  • Many popups now support hitting the Escape key to dismiss them.
  • Fixed various bugs related to the hero loadout screen becoming blank.
  • Fixed cases where the hero loadout screen was playing the spawn animation too erroneously.
  • Fixed bugs where the hero model would disappear from the loadout screen.

Custom Games

  • Added more variability to the 9th and 10th slot of the top custom games list, to provide more opportunity for other popular games to grow a bigger player base and move up the list.
  • Added a weighting factor to games displayed in the suggested games panel. Games that consistently get very low playtime when they appear in the suggested games panel will show up less frequently.
  • Added a vote dialog that appears after playing a custom game you haven't voted on.
  • Dota now also considers your upload network quality when choosing a host for a custom game.
  • Some complex custom maps should load significantly faster now.
  • IsCastableWhileHidden key added to npc_abilities.txt, to allow scripts to cast the ability while it is hidden.
  • The dota_modifier_dump command now displays more accurate information.
  • MODIFIER_EVENT_ON_ABILITY_FULLY_CAST now has a target defined in the modifier params.
  • MODIFIER_PROPERTY_ABILITY_LAYOUT now uses the highest value instead of the first applied value.
  • Added ModifierGained filter for adjusting modifiers when gained.
  • Added the ability to create Lua-based items.
  • Lua memory allocation tracking is now more accurate.

Panorama

  • Added GameUI.SetCameraYaw, GameUI.SetCameraPitchMin.
  • Added Game.IsInAbilityLearnMode(), Game.EnterAbilityLearnMode(), Game.EndAbilityLearnMode.
  • Added Entities.GetAbilityPoints.
  • Custom games can now specify keybinds in addoninfo.txt which are local to that game mode.
  • Changed JS API EmitSound() to return a handle that can be passed to StopSound().
  • Changed PrepareUnitOrders() to use new OrderQueueBehavior_t rather than bForceQueue.
  • The UI Example has been refactored to demonstrate improved panel performance techniques.

RPG Example

  • Added Lina minimap icon.png Lina as a playable hero.
  • Shift+Click now has cast-in-place behavior.
  • Shift+Click uses the new QueueBehavior order, to prevent shift key queuing the ability.
  • Added an example of using custom game keybindings.
  • Added Lua defined items, an example of dynamic item properties.
  • Juggernaut minimap icon.png Juggernaut's abilities now scale with base damage as well as ability damage.
  • Added item_broadsword_epic to rpg_example to showcase dota_item_lua.
  • Added two Lua-based items that provide effects to their user when a target dies: item_saprophytic_blade, item_ritual_dirk.
  • Allow player to teleport to checkpoints (they're now buildings that get their team assigned when they're triggered).
  • Play sound when checkpoint is activated.
  • Item drops get launched from the killed unit.

Mac/Linux

  • Mac/Linux: Made various framerate and bug fixes.
  • Mac/Linux: Added a fullscreen mode that allows better interactions between the game and the desktop.
  • Mac: Improved performance on OSX systems with nVidia GPUs.
  • Mac: Fixed issues going from fullscreen to windowed mode.
  • Linux: Fix various problems when running under Turkish locales.

Tools

  • Enabled support for stereo morphs
  • Model Editor: Added menu options to re-order animation groups
  • Model Editor: Fixed a bug where arrays in the property editor were not drag-and-drop reorderable.
  • Hammer: Fixed tint not working on static props that had alpha set to 0.
  • Hammer: Added the gamma_to_linear and linear_to_gamma console commands to convert color values.
  • Hammer: Fixed bug where copying a tile from one tile set to another could result in tiles with invalid property values which could then never be successfully matched.
  • Hammer: Fixed bug where lifting the material under the cursor would pickup hidden tool materials in tile sets.
  • Hammer: Fixed bug where lifting materials or using assets under mouse didn't work for models placed in a tile map
  • Hammer: Added a toolbar button to toggle tools materials separately from everything else.
  • SFM: Added support for rendering alpha masks to poster and movie layoff
  • SFM: Fixed materials using expressions to use SFM time when rendered from the SFM
  • SFM: Fixed IK pole controls to draw correctly
  • SFM: Transform controls are now drawn with left/right/center/misc color-coding
  • SFM: Typing in character picker now always filters by name
  • SFM: Particles recorded from the game which were attached to models now are locked to (ie follow) those models
  • SFM: Fixed depth of field using only as many progressive refinement samples as motion blur
  • SFM: Recording from demo files now works
  • SFM: More work making Auto Attach Rigs more robust
  • PET: Improved preview of psf-related operators
  • PET: Fix for crash when selecting a model helper pointer or scene object pointer as the target of a scalar value.