Dota 2 engine branch (Source)
The
Dota 2 engine branch was introduced in 2013 with the release of
Dota 2. It succeeded the Counter-Strike: Global Offensive engine branch, and was the final post-Orange Box Source branch to be made. This branch was quickly succeeded by the release of Dota 2 Reborn update in 2015, which upgraded the game to the then-new
Source 2 engine, and made CS:GO branch the latest post-Orange Box Source 1 branch to be available for licensing and maintained until the release of Counter-Strike 2 (which made Portal 2 engine branch the latest post-OB Source 1 branch that still being maintained with updates). Additionally, this is the only Source 1 engine branch that was never licensed to third-party developers.
Features [confirm]
New since the
CS:GO engine branch is:
- Cloth simulation
- Real-time cloth simulation (i.e. soft-body physics).
- Global lighting
- The world is lit and shadowed dynamically with env_global_light (in addition to pre-compiled light).
- Steamworks integration
- Building upon community-driven features from Team Fortress 2 players will be able to share strategy guides and coach newer players through Steamworks.
- MultiBlend Textures
- 4-way texture blending, upgrading/replacing WorldVertexTransition
- Screen-space Anti-aliasing
- Anti-aliasing for use with deferred shading
- Screen Space Ambient Occlusion
- SSAO post-process shader
- Published demo file format
- Dota 2 Demo Format contains a link and instructions for parsing the Dota 2 demo files
- Custom Addon Support
- See the Dota 2 Workshop Tools for more details.
Availability and usage
Source code and SDK Base for these branches is not available, and this branch was not available for licensing. Additionally, unlike the rest of Source 1 branches, this branch does not have official tools (like Hammer) whatsoever.