OFFICIAL CHANGELOG- 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's Sleight of Fist, Juggernaut's Omnislash and 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 effectsof 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 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's Snowball particle effect)- SFM: Auto-Attach Rig is now more robustRelated Links-Raw Schema: None Yet-Changelog: LinkCredits to SteamDB (which is powered by SteamKit).