Product Update - Valve
Sep 15, 2014

Multiple Team Support


  • Added support for multiple teams (up to 10) and a multiple team custom game example

Bug fixes and updates


  • Fixed particle system using sprite trails where trail tint color would be applied to the wrong end
  • Added option to specify if particle rendering operators should saturate the color to white before applying alpha blending
  • Fixed exit crash when running with -tools
  • Reduced memory usage when running custom game modes and tools
  • Reduced CPU usage while playing custom games
  • Improved interpolation of cloth in high latency and packet loss situations
  • Fixed portraits not moving mouths when speaking lines
  • Fixed FBX animation files not compiling animation if there was also geometry in the file
  • Fixed material remapping and handling backslash as a path separator for a material resource
  • Fixed duplicate NPC units list in Hammer when using the reload FGD feature
  • Fixed Hammer crash when attempting to open or close a map file while loading another map
  • Fixed video settings not being applied properly
  • Added "StartTouch" output for func_physbox that fires if "touchoutputperentitydelay" greater than 0 seconds
  • Additional methods have been exposed or added to the scripting system
    • StartSoundEventFromPosition()
    • GiveXP()
    • GiveGold()
    • SetCustomGameEndDelay()
    • SetCustomVictoryMessageDuration()
    • SetCustomHealthLabel() allowing custom labels to be drawn above the health bar
    • ShowCustomHeaderMessage() to display custom header messages similar to first blood or kill streak notices
  • Added team name support to GameRules:SendCustomMessage() as "%s3"
  • Added script bindings for UTIL_MessageTextAll/UTIL_MessageTextAll_WithContext
  • Added SetHideKillMessageHeaders() to hide kill streak and first blood messages
  • Added "entindex" key to player spawn game event
  • Added "dota_team_kill_credit" game event
  • Added 'HideKillMessageHeaders' game event
  • Added "GrantXPGold" action to data driven abilities with XPAmount:integer, GoldAmount:integer, ReliableGold:boolean, and SplitEvenly:boolean as key value pairs.
  • Fixed neutral camp prefab to not need unique name

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