Workshop Tools Update - December 17th, 2014

edited January 2015 in News and Announcements

Link to current issues found

Make sure to post here if you find something changed and its not noted in this thread

Changelog

  • Improved performance and memory used when playing custom games
  • Added support for playing custom games on 32bit Windows [XP]
  • Added Direct3D 9 support
  • Added ability to blend between tile sets in the tile editor using override materials.
  • Added additional materials and blending between tile sets in the example dota_pvp_tiled map.
  • Added additional controls for adjusting the rotation and pitch of trees in the tile editor.
  • Added ability to swap existing plant placements in the tile editor in the same way trees could already be swapped.
  • Added functionality to look up a tile in a tile set by right clicking it while in the tile editor.
  • Added high contrast lighting mode option in Hammer viewports.
  • Added a new alternate desert tile set which can be applied to maps built using the tile editor.
  • Modified the multiblend shader so all four layers can have independent rotation and scale while using world space UVs.
  • Fixed Hammer bug where if a map failed to load the progress bar would never go away.
  • Fixed bug where objects using the world space UVs option of the multiblend shader would sometimes flicker.
  • Fixed particle bug related to delays on nested child particle systems Added texture sequence preview to assetbrowser and PET texture picker
  • Fixed bug with Hammer particle preview where control point entities were normally ignored (as soon as the system was restarted)
  • Change particles to use the new KV3 compiler & resource version (content format is unchanged for now)
  • Initial support for hitboxes in PET
  • Assetbrowser honors texture alpha channel, has a channel selector
  • Made placement of data-driven units in Hammer more robust
  • Fixed a number of visual bugs in particle effects
  • Fixed bugs in portrait rendering, including rendering multiple selected units correctly
  • Increased connection timeout to 3 minutes

Patch Size was 3.1 GB

Will post screenshots and results here when I finally get the patch.

The concept of Modding Community doesn't go well together with Competitive Business
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Comments

  • edited December 2014 Posts: 1,670

    Desert is nice

    img img


    The concept of Modding Community doesn't go well together with Competitive Business
    My Project Page || My GitHub Profile ||

  • edited December 2014 Posts: 1,670

    Assets were updated!

    BMD went through the API changes:

    • CRPG_Unit is gone Biblethump
    • StopThink is back
    • OnInventoryContentsChanged is gone from ability
    • Here's a bunch of new getters for game mode stuff: http://hastebin.com/ufexatorik.vhdl
    • SetHUDVisible(int, bool) is back!
    • sexy void AddMinimapDebugPoint(int, Vector, int, int, int, int, float)
    • bool CanEntityBeSeenByMyTeam(handle) on NPC
    • int GetOriginalLobbyTeam(int) on playerresource
    • couriers are now CDOTA_Unit_Courier, with bool UpgradeToFlyingCourier()
    • AddExperience now has 2 floats instead of 1
    • bool CanEntityBeSeenByMyTeam(handle) on NPC
    • float Attribute_GetFloatValue(string, float)
      Get float value for an entity attribute.
    • float Attribute_GetIntValue(string, int)
      Get int value for an entity attribute.
    • void Attribute_SetFloatValue(string, float)
      Set float value for an entity attribute.
    • void Attribute_SetIntValue(string, int)
      Set int value for an entity attribute.
    • HasAttribute(string)
    • void DeleteAttribute(string)
      Delete an entity attribute.
    • void AddMinimapDebugPoint(int, Vector, int, int, int, int, float)
    • Vector CalcClosestPointOnEntityOBB(handle, Vector)
      Compute the closest point on the OBB of an entity.
    • float CalcDistanceBetweenEntityOBB(handle, handle)
      Compute the distance between two entity OBB.
      A negative return value indicates an input error.
      A return value of zero indicates that the OBBs are overlapping.


    More experimenting with these is required.


    SinZ is going through the Flash UI changes

    For anyone that cares, here is the flash dump diff: http://renol.moddota.com/modrenol/gameui2_diff2.txt


    Perry also made a diff file: http://yrrep.me/dota/diff-6.83.htm

    The concept of Modding Community doesn't go well together with Competitive Business
    My Project Page || My GitHub Profile ||

  • edited December 2014 Posts: 1,670

    Issues found so far:

    • Precache rules changed somehow and things that were working aren't showing.
    • Color Render on Hammer placed units doesn't seem to be working - ingame take

    • Custom sounds might have changed syntax, debugging http://hastebin.com/udiluyocom.avrasm

      Fix for broken sounds: replace every update_operator by reference_operator in your vsdevts file and recompile

    • The new Material Transition doesn't seem to work, Layer either. What is an override material?

    • Desert Tileset doesn't seem to be Blend-able with the paint tool. Example

      I applied blend over the line where the architecture meets the desert tileset and it only painted the arch

    • Maybe not important but when building my map in Hammer, I got a bunch of these Warnings: http://hastebin.com/izovetudax.coffee

    • Creature AttachWearables with the new Tiny cosmetic parts doesn't autoupdate with the model - - using a tiny03 unit with the 493 to 496 cosmetics will result in this: http://puu.sh/dzZbY/3063fdd265.jpg

    The concept of Modding Community doesn't go well together with Competitive Business
    My Project Page || My GitHub Profile ||

  • Posts: 1,670

    The concept of Modding Community doesn't go well together with Competitive Business
    My Project Page || My GitHub Profile ||

  • edited December 2014 Posts: 38
    • [ VScript ]: bool GetAlwaysShowPlayerInventory()
    • [ VScript ]: Show the player hero's inventory in the HUD, regardless of what unit is selected.
    • [ VScript ]: bool GetAnnouncerDisabled()
    • [ VScript ]: Are in-game announcers disabled?
    • [ VScript ]: float GetCameraDistanceOverride()
    • [ VScript ]: Set a different camera distance; dota default is 1134.
    • [ VScript ]: bool GetCustomBuybackCooldownEnabled()
    • [ VScript ]: Turns on capability to define custom buyback cooldowns.
    • [ VScript ]: bool GetCustomBuybackCostEnabled()
    • [ VScript ]: Turns on capability to define custom buyback costs.
    • [ VScript ]: int GetCustomHeroMaxLevel()
    • [ VScript ]: Allows definition of the max level heroes can achieve (default is 25).
    • [ VScript ]: float GetFixedRespawnTime()
    • [ VScript ]: Gets the fixed respawn time.
    • [ VScript ]: bool GetFogOfWarDisabled()
    • [ VScript ]: Turn the fog of war on or off.
    • [ VScript ]: bool GetGoldSoundDisabled()
    • [ VScript ]: Turn the sound when gold is acquired off/on.
    • [ VScript ]: bool GetRecommendedItemsDisabled()
    • [ VScript ]: Turn the panel for showing recommended items at the shop off/on.
    • [ VScript ]: bool GetStashPurchasingDisabled()
    • [ VScript ]: Turn purchasing items to the stash off/on. If purchasing to the stash is off the player must be at a shop to purchase items.
    • [ VScript ]: bool GetTopBarTeamValuesOverride()
    • [ VScript ]: Override the values of the team values on the top game bar.
    • [ VScript ]: bool GetTopBarTeamValuesVisible()
    • [ VScript ]: Turning on/off the team values on the top game bar.
    • [ VScript ]: bool GetTowerBackdoorProtectionEnabled()
    • [ VScript ]: Enables/Disables tower backdoor protection.
    • [ VScript ]: bool GetUseCustomHeroLevels()
    • [ VScript ]: Are custom-defined XP values for hero level ups in use?
    • [ VScript ]: bool IsBuybackEnabled()
    • [ VScript ]: Enables or disables buyback completely.

    Posted the hastebin link because it expires soon. This is in Gamemode.

    I'll get these updated on the wiki tomorrow

    щ(゚Д゚щ)there are no heroes left in man

  • Wiki has been updated

    щ(゚Д゚щ)there are no heroes left in man