Starcraft 2 Patch 1.5.0 Size

Torrent Name AGE FILES SIZE; Diesel Brothers S01E03 Hell Camino Web-DL x264- SPARROW - Date: 01/19/16 in.

Patch 1.5.0 Now Live

You must accept our Terms Of Service before continuing. Invalid username. Invalid Email Address. Password doesn t match.

Jquery Slider Thumbnail Viewer. A few clicks to create stylish photo gallery webpage. Jquery Cycle Link To Slider.

Posted by dOoBiX on August 2nd, 2012 at am. StarCraft II: Wings of Liberty patch 1.5.0 is now live. This patch features significant user interface changes to.

starcraft 2 patch 1.5.0 size

New support has been added for control over frames, portraits, status bars, text, Trigger Dialogs, and more. Full details, tips, and tutorials are in the process of being created to help game creators take full advantage of these tools. Some of these changes are:

New Nineslice Border Method for additional image border support.

Support has been added for custom unit status bars.

Support has been added to allow mod makers to control the UI for observers, and to control the behavior of individual dialog items when observing.

Support has been added for bulleted lists for use in Trigger Dialogs

New word wrapping tags for use in Trigger Dialogs have been added.

Frames in the standard UI can now be hooked up as Trigger Dialogs.

Editor users can now use LastCreatedHelpItem to store tips, and the DestroyHelpItem trigger function has been added to destroy tips individually instead of destroying tips all at once.

New Trigger Dialog item types have been added: Tooltip, Unit Status, Unit Status Bar, Unit Status Duration Bar, Portrait, Unit Model, Offscreen Unit, Unit Target.

New Trigger Dialog item properties have been added: Behavior, Actor, Unit, Unit Link, Model, Paused, Light, Team Color, Team Color Index, Camera, Paused.

Various improvements have been made to the Overview Manager:

The Game Data component now displays all objects used by the document, even if they are defined in dependencies.

The folder hierarchy has been simplified, and view options for folder and type display have been added.

The usage count for each object is now displayed in the item text.

The tree view state is now preserved after reloading data.

Support has been added for custom, high-resolution mini-map images.

Support has been added for a self-cast hotkey.

Support has been added to allow for item stacking.

Support has been added to define multiple lighting regions in the game world.

Mini-map icons can now be adjusted by scale, background, background scale, and color.

The editor has been updated to use Visual Styles.

Font Style editing has been added to the Text Module.

Optimizations have been made to improve dependency loading.

Additional Test Document preferences have been added for editor and game window minimization behavior.

A new map option called Static Shadow Intensity has been added, which is used during static shadow generation. This option is found in the Map Options section of the Map menu.

A new map option called Stagger Periodic Trigger Events has been added. This option is found in the Map Options section of the Map menu.

The New Document dialog has been improved to make it easier to configure starting document types and dependencies.

Preliminary support has been added to allow for better configuration of new physics FX, such as ragdoll deaths, combat-driven impulses, water ripples, and collision-based water splashes. Future updates will include additional editor support, documentation, and physics-enabled assets for creators to use in their maps.

Inventory commands Use, Move, and Pawn are now available as custom hotkeys.

Font Glow support has been added.

A new InlineJustification font flag has been added.

Red text has been improved to now filter into different error type groups.

Pressing Control Alt F11 now allows mod makers to reload the UI. This allows changes made to layout files to be reflected immediately without having to quit and restart the game.

Frames now have a field called AlphaMaskTexture that can mask out the rendering of their children. This can be used primarily to mask out the hard edges of Portrait Frames.

A new Cutscene Module has been added, replacing the Previewer Window. The Cutscene Module allows mod makers to visually create cinematic sequences that can be played back in-game. Cutscenes can range from simple camera, light, or animation control to epic story moments suitable for a campaign. Several new native functions have also been added to control cutscene playback.

A new AI Module has been added for user-friendly management and visualization of attack wave timing and unit composition for computer players. Further customization is possible by attaching triggers to attack waves. Several new trigger functions have been added for working with attack waves defined in this module.

A new UI Module has been added. It allows modification of the UI layout files that control most aspects of the in-game UI. The initial release of this module focuses on exposing a simple XML editing interface for SC2Layout files, and further improvements are planned for the future.

Support has been added for effect, behavior, and learn ability tooltip images.

Support has been added for the Launch Missile effect to validate placement at the targeted location.

Support has been added for missile reflection effects.

A unit flag has been added to specify that a unit s vision test should only occur from its center and not include its radius.

A Stunned flag for Behaviors has been added that allows the queuing of commands.

A new flag has been added to button data to disable showing an ability level in the tooltip.

Effects can now be executed when an attribute, power, or veterancy level changes.

Behavior modifications can now be upgraded.

Effect abilities can now specify a custom tooltip, icon, and name for the learn ability to use.

Doodads can now be configured to change their opacity when the local player has vision of them.

Occluded model opacity can now be customized.

The launch offset on missile effects is now supported.

Existing units may be launched as missiles with the launch missile effect.

Unified movement and attack speed factors have been added which add the most positive and negative factors together to get the actual adjustment. This factor will be multiplied by the existing cumulative modifiers.

Supported filters have been added to the attack ability to control what types of units are allowable targets and which units are simply ignored.

Follow filters and move filters have been added to the move ability to control what types of units can be followed or moved to.

Charges now maintain their existing count when the max count increases.

A new power alliance state has been added.

A pre-emptable flag has been added to effect abilities to indicate that the ability should not be canceled when pre-empted i.e. due to a stun.

A separate camera height map has been added. This height map is much smoother than the flyer height map, and the camera data can now choose which height map to use.

The Override Colors associated with Game UI data can now be upgraded.

Conjoined behaviors can now customize what properties are shared by each unit in the group including visibility and specific vitals.

Effect ability times are now upgradeable.

A new User-Defined Data System has been added. This can be accessed through the new User type in the Data module, as well as its corresponding functions in the trigger library.

The Data Module has been updated to use a horizontal auto-layout to better utilize available screen space.

New data types have been added:

Two new brushes have been added to the Terrain Module:

Support has been added for multiple layer selection operations see Layer Select From.

A new distance measuring tool has been added, which measures both straight-line and pathing distances see Tools Measure Distance.

New terrain copy/paste options have been added to include or exclude textures, geometry, and water see Edit Copy Options.

Placed units and doodads may now be named and shown/hidden on an individual basis see View Show UI Show Palette Existing Objects.

Custom tags may now be defined and assigned to placed objects to help categorize and display them see View Show Tags.

A new option has been added for diagonal grid display see View Show Grid Diagonal Grid.

New map image export options have been added for using minimap dimensions and importing directly into the map see Data Export Map Image.

Preplaced units and doodads can now be configured to adjust the height map.

When a player now pings the mini-map or game world, a new event called Player Ping is dispatched which contains the location of the ping and the unit that was pinged if any.

The mini-map now updates when water changes through triggers.

A new player property has been added to disallow resource splitting when players drop from a game.

Functionality has been added to the script test window to show overall memory usage within the script system.

Array sizes may now be defined using constant integer variables.

An Expression value source has been added for more easily defining complex mathematical expressions or text concatenations.

Many new Library functions have been added. Please visit our Custom Maps forum for a complete list of these additions.

A new ActorInfoDisplay cheat has been added for live actor debugging.

Support has been added for Line and Arc targeting cursor support.

Terrain squib support has been added for tileset-specific dust or snow clouds FX.

Attach, AttachModel, AttachModelOffset, and AttachOffset messages have been added for dynamically adding, positioning, and rotating attached actors more easily. This will makes it easier to arbitrarily cobble together units made out of multiple models and attachments.

New messages have been added for configuring strobe selection on actors such as halos and strobe pulses. Associated messages have also been added for setting halo, strobe color, width, and more.

Initial support has been added for Serpent Actors, which allows for creation of serpent units by driving attachment points within a model or by stringing together multiple models. This functionality will continue to change and improve with future updates.

Additional custom death support has been added for making situational unit fatalities. There is now built-in support for triggering fatalities from X damage over Y intervals, and by overkilling a unit by X damage or more.

Added CActorSiteOpMotionDirection to enable unit death models to continue forward with the velocity the unit had at the time of death, enabling corpses to skid to a stop.

Added a number of minimap icon customization options in CActorUnit, both via field and several new messages.

CActorRegions can now be filtered based on an associated ability if configured. Region queries can now send a unique response to the closest unit if configured. Regions can now also be rotated.

CActorRange can now restrict the icons drawn to relative cliff levels.

CActorDoodad now has a number of new fields for customizing opacity, imposing no-fly zones, and boosting terrain levels underneath the doodad, so that creep can show up on bridges.

Added SetTextSize message for changing text size on CActorText.

Added CActorSiteOpIncoming, which makes it easier to configure attachk FX to match the incoming direction of an attack regardless of whether it is a ranged direct attack or a missile attack.

Added CActorSiteOpRotator for spinning actor around arbitrary axes at arbitrary rate. Propellers can be made with this.

Added CActorSiteOpRotationRandom for randomly positioning actors within a given yaw and/or pitch angle.

Added CActorTermKilledByEffect for customizing deaths to particular abilities.

Added CActorTermIsKnownAs for testing whether actors have a particular alias.

Added CActorTermUnitWalking for testing when CActorUnits are walking.

Added CActorSiteOpHigherOfTerrainAndWater for positioning actors on the terrain or the water above it if any.

Added CActorTermMissileTentacle and CActorTermMissileTentacleIsReturning to allow for better configuration of customized tentacles, particularly for units with multiple tentacles.

Added CActorPropertyCurveSet to animate properties like TintColor, Position, and Rotation with splines.

Added a GameInitialize message for creating actors at game initialization.

Added a message for showing all power circles at once.

Added a term to check the level of an ability for ability messages.

Added a new ScenePowerShowAll actor message that will show/hide power for all allied power sources.

It is now very easy to add terrain-specific launch and impact FX, such as a snow burst on a Siege Tank impact.

It is now possible to send actor messages to portraits in the glue screens.

It is now possible to swap a CActorModel s model, a CActorSplat s splat, and a CActorSound s sound before they initialize to avoid the performance hit of first creating one model and replacing it with another.

Compose portraits from multiple CActorModels can now be used more easily. FaceFX and animations can now be redirected to models other than the one in the main CActorPortrait.

A new Camera Actor has been added for controlling the camera through actor events.

A new Scene Actor has been added for controlling global actor settings Halo settings, Power visual hiding.

A new Light Actor has been added to allow for easier light creation in data. Many new messages for configuring light in this manner have also been added.

A new Creep Actor has been added for higher performance creep effects, such as creep engulfment.

New support has been added to the Trigger Debug Window for breakpoints, stepping through functions, and variable inspection.

Galaxy script code memory limit has been increased: 4x-10x more memory can now be utilized depending on how scripts are being used.

New support has been added for passing structure, array, and function references as function parameters.

Galaxy error message output has been improved.

Anti-aliasing support has been added to smooth out edges in the game. This can be toggled on or off in the Graphics section of the Options Menu.

New support has been added to define multiple lighting regions in the game world.

Lighting can now be changed per player via triggers.

Unit-specific Halo support has been added for pre-targeting.

A new Scaled Baked Ambient Occlusion option has been added.

It is now possible to customize the intensity of a map s pre-generated static shadows.

The Game Variants dialog now includes a Genre setting which determines a fixed category for Arcade maps.

Arcade support has been added to the Editor for mod creators to fill out their Arcade game info page.

Mobile Uploading. Get your files whenever you need right from your cellphone. Uploading Desktop. Up to 10x better download speed. You should install it for sure.

the simplest and secure way to host your files!

How many Americans personally own guns, and what do they use them for. A recent Gallup Poll shows that 3 in 10 Americans personally own a gun; most gun owners.

Get your online hard drive right here

Get your files whenever you need

speed. You should install it for sure.

File Manager - Brand new Look and Feel

At least we re ready to reveal NEW File Manager with some major updates. Now it s really easy to work with your own files.

Scheduled Service Maintenance: Wednesday, September 5th

Uploading.com will be performing a service upgrade on Wednesday, September 5th, for about 45 minutes. We are conducting this upgrade to perform

New storage plans now available.

We re trying to keep Uploading.com as much flexible as possible and keep highest quality of our service. That s why we ve decided to improve

Login to add file to your account.

Signup to add file to your account.

Please create account to upload files. All files will appear in your file manager.

If you push upload button, you will agree with Terms conditions of Uploading.com