Dota 2 Reborn Beta

edited October 2015 in News and Announcements

The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 74

    Still no sign of bigger maps :(

    Working on The Black Road 3 - Persistent RPG

  • wFXwFX
    Posts: 3

    The tree limit is bigger, so... maybe soon™

  • Hype!

  • Posts: 119

    enter image description here

    sunshine, hurricane

    all the highs & lows

  • Posts: 1,670

    Dev-related Patch Notes from 19 Jun (seen in http://www.dota2.com/reborn/updates?l=english)

    • LinkLuaModifier can now be called with three parameters to specify a filename/location (Ex: LinkLuaModifier( modifierName, fileName, LuaModifierType )
    • Fixed a bug related to abilities and scripts being in folders
    • Added OnProjectileHit/Think_ExtraData functions to ability_lua
    • Added GetTexture to modifier_lua
    • Added Texture and Shadow qualities to video settings UI
    • Fixed sometimes not filling a lobby if there was one player left
    • Added script supported for ExtraData kv with Projectiles
    • Fixed a crash when using the workshop submission tool
    • Fixed some bugs with Lua scripting where table to kvconverssions were missing Boolean types
    • Added Lua script support for GetAdditionalOwnedUnits
    • Fixed a crash when alt tabbing in a UI that uses 3D models

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 1,670

    Dev-related notes for 22 Jun

    • Fixed data-driven modifiers being unable to apply MODIFIER_PROPERTY_COOLDOWN_PERCENTAGE
    • Fixed data-driven modifiers being unable to apply MODIFIER_PROPERTY_FIXED_DAY_VISION
    • Fixed data-driven modifiers being unable to apply MODIFIER_PROPERTY_FIXED_NIGHT_VISION
    • Fixed a bug where reloading the same map would cause Lua-based modifiers to fail
    • Panorama's AsyncWebRequest function now works for any URL when used in custom game UI
    • Added GetAttributes() scripting capabilities to modifier_lua
    • Fixed a bug in Custom Games scripting where ReplaceHeroWith would crash if the unit name was invalid
    • Fixed a bug causing the dota_npc_creature class to sometimes not receive its HP upgrade
    • Fixed an issue causing script_help2 and cl_script_help2 to not display certain bindings
    • Fixed a bug where the panorama debugger tries to invoke a nonexistent p4.exe
    • Fixed bug where modifying panorama files didn't cause them to be automatically recompiled
    • Fixed crash in custom games when upgrading an ability on a hero that has more skill points than their level

    The concept of Modding Community doesn't go well together with Competitive Business
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  • edited June 2015 Posts: 1,670

    24 Jun Patch notes

    • Fixed bug where many model files couldn't be opened in the model editor
    • Fixed the URL in the Tools' Help menu pointing at the wrong address
    • Fixed a bug where Hammer wouldn't save correctly after changing maps
    • A trailing semi-colon is no longer necessary when setting CSS styles in Javascript
    • Added dump_panorama_css_properties, which prints out the list of all valid CSS properties and their documentation
    • Added CreateHTTPRequest and the CScriptHTTPRequest object
    • PlayerResource:SetCameraTarget( playerID, entity ) now more reliably locks the camera to the target
    • Included dkjson library for JSON encode/decode in Lua
    • Fixed crash when custom games attempted to destroy an invalid tree
    • Changed invalid file references in Panorama from being an error to a warning
    • Added a Panorama dialog handler for key binding names: {g:dota_key:}
    • Added script function GameRules:PlayerHasCustomGameHostPrivileges()
    • Javascript $.Msg() now prints the name of functions instead of 'undefined'
    • Add support for the <pre> tag in HTML labels
    • Fixed a bug when registering a Lua modifier outside of an ability
    • Fix for Particle Editor UI missing combine mode

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  • edited June 2015 Posts: 1,670

    26 Jun Patch notes

    • Fixed how non-multiple modifiers work when multiple items are equipped, unequipped and dropped
    • Added SetOverrideSelectionEntity on the player resource, for per-player overrides
    • Fixed various hotkey related issues
    • Fixed various crashes with the Panorama UI
    • Hosts can no longer turn on cheats in public lobby custom games
    • Fixed the item icons in the Inspect Hero panel in Demo Hero mode to reflect the items being demoed
    • Improved the visualization of the camera view bounds on the minimap when the camera is near the edge of the map
    • Increased mana/maxmana precision and max values
    • Fixed various elements of the UI that were not localizable
    • Added a script filter to modify ability tuning values when they are about to be used
    • Data-driven modifiers can now specify a "Priority" key to set their relative priority

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  • edited July 2015 Posts: 1,670

    30 Jun Patch Notes

    Panorama

    • Enabled tooltips, popups, and context menus in Custom Game UI
    • Added a new panel type for ability images: DOTAAbilityImage
    • Added Abilities.ExecuteAbility() which attempts to execute the specified ability
    • Added Abilities.PingAbility() which pings the specified ability
    • Added Player.GetLocalPlayerPortraitUnit() which returns the local player's current portrait unit
    • Exposed ABILITY_TYPES and SPELL_IMMUNITY_TYPES enums to Javascript
    • Added the ability to create client-side console commands via Javascript
    • Added a monospaced numbers/symbols variant of the Radiance font, used by adding the MonoNumbersFont class to any label
    • Fixed bug where 'cl_panorama_script_help' would print all enums in addition to whatever you asked for
    • Fixed a crash when Panorama APIs expecting a function were called with a different type
    • Added Game.PrepareUnitOrders() which issues orders on behalf of the local player (see dotaunitorder_t)
    • Added Abilities.CreateDoubleTapCastOrder() which attempts to self-cast/double-tap the specified ability
    • Added Abilities.GetKeybind() which returns the keybind for the specified ability
    • Exposed PlayerOrderIssuer_t enum to Javascript
    • Added support for pseudo-selector ":enabled"


    Custom Games

    • Fixed fOriginalDamage being empty in events other than OnTakeDamage
    • Exposed C_DOTA_Item to client Lua scripts, and added more client and server item script bindings
    • Added GetRespawnsDisabled/SetRespawnsDisabled to disable respawning of the hero through script
    • Added an enum corresponding to Dota item and stash slots, named DOTAScriptInventorySlot_t
    • Added a function SwapItems on Dota NPCs, allowing you to swap the contents of any two item slots
    • Added two functions, CanSellItems, and SetCanSellItems, for controlling whether NPCs can sell items
    • OnUnequip no longer gets called when items are removed from the stash
    • MODIFIER_PROPERTY_ABILITY_LAYOUT now works with data-driven modifiers
    • Fixed a bug causing ability layout to not refresh properly until the unit was re-selected
    • Added FindAllModifiers/FindAllModifiersByName/FindModifierByNameAndCaster to the NPC Lua API
    • Fixed a bug causing ability_lua to not refresh intrinsic modifiers properly
    • Fixed a non-multiple modifier bug in the case where the modifier is provided by a data-driven item
    • ShowRecent now properly cycles back to your forced selection if one is set
    • Added CastFilterRejectCaster to data driven items and abilities, to automatically filter out the caster
    • Custom games now only auto surrender when all real players are disconnected
    • Setting the selection override entity now prevents querying units (welp)
    • An OnEndTouch event will now be generated if a npc dies while touching a trigger
    • Fixed custom loading screens not displaying on the first load of a custom game when in tools mode
    • Added ApplyDataDrivenThinker for ability_datadriven and item_datadriven
    • Script DamageFilter now passes in the Dota damage type instead of the deprecated damagebits value

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  • edited July 2015 Posts: 1,670

    2 Jul Patch Notes

    Custom Games

    • Fixed bug where SetCustomGameForceHero() did not work correctly for players assigned to custom teams
    • Fixed bug where towers assigned to custom teams would not attack unless "TeamCount" was specified in the addonInfo.txt of the game game
    • "TeamCount" no longer needs to be specified in the addonInfo.txt file of a custom game that wants to use more than 2 teams
    • Fixed a problem with dropping Datadriven items that have passive modifiers with MODIFIER_ATTRIBUTE_MULTIPLE
    • Exposed BaseNPC's GetAggroTarget and SetAggroTarget functions to Lua script


    Panorama

    • Exposed GameUI.GetClickBehaviors() to get the modal state of the mouse
    • Game.PrepareUnitOrders() now may take a ShowEffects boolean that can be used to hide the interaction effectsof the order
    • Added GameUI.SetMouseCallback( func ) to allow filtering of mouse commands before the main game window eats them
    • Added Abilities.IsDisplayedAbility() whether the ability shows up on the action bar
    • Abilities.GetKeybind() now works for items
    • Added Items.ShouldDisplayCharges()
    • Added Items.ShowSecondaryCharges()
    • Added Items.GetSecondaryCharges()
    • Fixed bug where incorrect ability keybinds would be reported for abilities beyond the first 6
    • Added Game.DropItemAtCursor() which creates a 'drop item' command
    • Added GameUI.SelectUnit( int nEntityIndex, bool bAddToGroup ) to the Panorama exposedAPIs
    • Added new UI example implementing some inventory functionality in Panorama, and demonstrating drag and drop
    • New panel type: DOTAItemImage
    • Added Panel2D.SetDraggable() and IsDraggable()
    • DOTAAbilityImage panel supports the ability itself as context entity

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  • edited July 2015 Posts: 1,670

    8 Jul Patch Notes

    Custom Games

    • Unit tinting now applies to portraits.
    • Reduced memory usage to help with out of memory crashes
    • PrecacheUnitByNameSync and PrecacheUnitByNameAsync can optionally take a PlayerID as the last argument and it will use the cosmetic items from that player when precaching. The player must be connected to the game otherwise it will fall back to the default cosmetic items.
    • Addons can enable the unexplored fog of war mechanic with GameRules:GetGameModeEntity():SetUnseenFogOfWarEnabled( true )
    • You can now determine whether there's a continuous walkable path between two positions by using GridNav:CanFindPath( vPosition1,vPosition2 ). The length of the path can be determined using GridNav:FindPathLength().
    • Fixed a bug with Vector:Cross()
    • Fixed a memory leak when launching multiple custom games in a session.
    • Fixed a problem with client to server custom game events that contained strings.
    • Fixed a crash with large minimaps in custom games
    • Fixed bug where minimap fog of war did not render correctly for non-square maps
    • Changed panorama script bindings to use entity index instead of ehandles to be consistent with Lua APIs. Should address problems mod authors are running into where they can't interchange ents.
    • Lua based abilities can now override GetCastAnimation and GetChannelAnimation.
    • Fixed bug where trees and obstruction entities used in world layers were not destroyed correctly and could cause players to get stuck.

    Panorama

    • Added Entities.IsAlive()
    • Fixed bug where GameEvents.SendCustomGameEventToServer didn't properly handle string values
    • Entity indices are now consistent between Panorama bindings and Lua.
    • Add support for adding documentation to panorama events. Use the console command "dump_panorama_events" to spit out all documented events in wiki format. https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Panorama/Events
    • Added example addon named rpg_example. This addon demonstrates using javascript to perform an ability on a mouse, how to set up basic creature spawning and AI roaming behavior, as well as some of the other recently added features.

    Particle Editor

    • Added a Save All command
    • Fixed title bar to correctly reflect dirty state
    • Fix to window layout changes not persisting after closing and opening Pet.
    • Added toggle for viewing system information.
    • Fix to hero not getting equipped with his set gear when preview model is chosen or an item set is changed.

    Hammer

    • Fix for crash when changing dota_light_info settings in hammer.
    • Fix for issue where parts of a tile set map could not easily be copied from one map to another.

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  • edited July 2015 Posts: 1,670

    10 July Patch Notes

    Custom Games

    • Allow AbilityTextureName overrides on any item, not just data driven items.
    • Updated a number of hero abilities to work correctly with multiple teams and truesight.
    • Data-driven modifiers now support MODIFIER_PROPERTY_FORCE_DRAW_MINIMAP, MODIFIER_PROPERTY_DISABLE_TURNING and MODIFIER_PROPERTY_IGNORE_CAST_ANGLE.
    • Truesight modifiers from different teams will work correctly.
    • Fixed a bug where heroes without an ultimate used improper hotkeys to trigger the last ability.
    • Added Entity I/O functions SetEnabled(), SetDisabled() and SetEnabledExclusively() to info_player_start_dota. SetEnabledExclusively() allows custom maps to easily change the active spawn location.
    • Fixed bug where disabling fog of war using SetFogOfWarDisabled() caused issues with trees and invisibile heroes.

    Panorama

    • GameUI.SetCameraPitchMax and GameUI.SetCameraDistance added to the API.
    • GameUI.SetRenderBottomInsetOverride and SetRenderTopInsetOverride added to the API.
    • Entities.IsValidEntity, Entities.IsItemPhysical and Entities.GetContainedItem added to the API.

    RPG Example

    • Now allows a left-click to pick up dropped items and double-click is now captured by the mouse filter.
    • Added checkpoints to rpg_example using info_player_start_dota entity i/o and added basic item drops.
    • Now demonstrates turning off the top bar HUD

    Hammer

    • Fixed bug where dota_item_spawner didn't show items from npc_items_custom.txt
    • Dota_item_spawner will now preview models for items which have a model specified

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  • edited July 2015 Posts: 1,670

    20 July Patch Notes

    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 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'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.

    Model Editor

    • Added menu options to re-order animation groups
    • 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.
    • Added the gamma_to_linear and linear_to_gamma console commands to convert color values.
    • 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.
    • Fixed bug where lifting the material under the cursor would pickup hidden tool materials in tile sets.
    • Fixed bug where lifting materials or using assets under mouse didn't work for models placed in a tile map
    • Added a toolbar button to toggle tools materials seperately from everything else.

    PET

    • Improved preview of psf-related operators
    • Fix for crash when selecting a model helper pointer or scene object pointer as the target of a scalar value.

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  • edited July 2015 Posts: 1,670

    23 July Patch Notes

    CUSTOM GAMES

    • Fixed a memory leak with GridNav:GetAllTreesAroundPoint.
    • HUD error messages do not display when effects are disabled for orders submitted using PrepareUnitOrders.
    • Fixed a crash when using SetContextThink on Abilities.
    • Added the Lua function GetEntityIndexForTreeId to convert from a TreeID to an entity index.
    • Lina's Fireball is castable in rpg_example.
    • Fixed a number of Lua errors with the items in rpg_example.
    • Fixed a bug where in some custom games using a tango or quelling blade on a tree would cause remote clients to run to a different tree
    • Added script function GetEntityIndexForTreeId() which can be used to correctly convert the "entindex_target" value when implementing a FilterExecuteOrder() for an order of type DOTA_UNIT_ORDER_CAST_TARGET_TREE

    PANORAMA

    • Added new CSS properties: saturation (0 = desaturated, 1 = normal, > 1 is oversaturated), hue-rotation, brightness and contrast.
    • Desaturation will be removed in the next update, please update your CSS to use the saturation property instead.

    TOOLS

    • SFM: Fixed crash in character picker
    • Fixed a case where the tools would fail to start for certain addons with an erroneous panorama override message.

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  • Posts: 1,670

    24 July Patch Notes

    • Added script function GetTreeIdForEntityIndex() which allows converting an enity index into a tree id for use with unit orders.

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  • Posts: 1,670

    28 July Patch Notes

    Panorama

    • UI Example: Added a display of buffs to the example HUD.
    • Added new 'Buffs' global panorama API that refers to buffs using entity index + buff serial number.
    • Added APIs Entities.GetNumBuffs(), Entities.GetBuff(), Players.BuffClicked().
    • Added new tooltip type: DOTATooltipBuff, and events to show a buff tooltip: DOTAShowBuffTooltip/DOTAHideBuffTooltip.

    Hammer

    • Fixed bug where editing a tile set and then switching to a map using it got progressively slower with each update.

    Particle Editor

    • Fix for hitboxes when setting, clearing the setting a new model.

    SFM

    • Added a context menu in the viewport to control map layer visibility.

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  • Posts: 1,670

    13 August Patch Notes

    CUSTOM GAMES

    *Added support for up to 24 players in custom games. * Custom Games can now be played on official dedicated servers. You'll start seeing Overthrow and Dota 10v10 on our servers today, and we'll expand coverage to other games in the near future. * Added the Dota 10v10 Custom Game that was played at the TI5 Allstars game * Added support for debugging Lua scripts with Eclipse.

    PANORAMA

    • Added the Entities.GetCurrentXP( nEntityIndex ) and Entities.GetNeededXPToLevel( nEntityIndex ) APIs.
    • Added Panorama bindings for client-side particle systems in the object Particles, with the same API as CScriptParticleManager in Lua.

    HAMMER

    • Architecture_example tileset updated.
    • Reduced map compile time.
    • Fixed excessive memory usage when adding many layers to a map using the tile editor.

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  • edited September 2015 Posts: 1,670

    1 September Patch notes

    Increased custom game maximum map size to support 32k on each axis (2x larger on each axis)

    • Fixed a bug where SendCustomGameEventToServer wouldn't work correctly on Valve dedicated servers
    • Added SendCustomMessageToTeam scripting function
    • AddCommand bindings are now cleared between games
    • Implemented the player_chat game events
    • PhysicalArmorBaseValue and BaseMagicalResistanceValue are now networked
    • Fixed a bug where setting certain style properties via Javascript could stomp other properties (e.g. setting panel.style.x would stomp panel.style.y)
    • Added the ability to specify the size of a new tile grid or resize an existing tile grid

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  • Posts: 13

    woo player chat game events, wanted this yesterday, arrives today.