Overwatch

Overwatch Dev Tracker




12 Feb

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Overwatch Retail Patch Notes – February 12, 2020

A new patch is now live on Windows PC, Nintendo Switch, PlayStation 4, and Xbox One. Read below to learn more about the latest changes.

To share your feedback, please post in the General Discussion forum
For a list of known issues, visit our Bug Report forum.
For troubleshooting assistance, visit our ...

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What I have seen is that a lot of users are making threads not relevant to Overwatch which includes making posts about threads getting flagged. As always please make sure your content is in line with the Blizzard Forum Code of Conduct and the ...

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11 Feb

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Hi Spinky, here are some answers to your questions:

  • It’s cheaper to have a global rule with a condition that checks if the Host Player is doing something rather than using Ongoing - Each Player with a condition that compares against the Host Player. The latter is checking 12 things (one for each player) instead of just 1 thing.
  • I haven’t measured it, but it probably doesn’t make much difference whether you use a global variable or Host Player. I’d recommend the latter since you don’t have to worry about updating a variable that way.
  • If you know the duration of the Wait in advance, and if it’s fairly long (that is, more than a few frames), then using a Wait and a Loop is better than using a condition since a condition just notices that it has a continuously-changing value and, seeing that it does, performs a check every frame. However, if you are going to be checking every frame anyway (or almost every frame), then a condition is cheaper since you don’t...
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We’ve fixed this on our end, along with the bug that caused Nearest Walkable Position to fail near the statue on Chateau. We hope to push this to PTR some time this week. Thanks for the report!

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Thanks for the report! I had a look at the issues you guys have reported here. For the actual damage events, damage events currently only process when both the Attacker and the Victim are proper players. So the below comment is correct:

However, you did catch an issue! In all game modes, your damage events (when both Attacker and Victim are Event P...

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Thanks for the report! We’ve fixed this on our end and hope to push it to PTR later this week.

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It’s an interesting suggestion but the more “buckets” we add, the slower matchmaking will be. Overall, we want to reduce queue times, not impact them further. Hope this makes sense.


10 Feb

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Nevermind! I actually tracked this down. Keep an eye out for a fix in a future update. Thanks again for the report!

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Thanks for the report! Do you happen to have any additional details on what exact steps you took to reproduce the crash? I tried to reproduce by pasting in subroutines in various indices and I couldn’t hit it yet. I’m still looking, but any additional info/example scripts would be greatly appreciated!


08 Feb

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In the first example, restricting at the event level is much less expensive than restricting via a condition, so rule(“B”) is less expensive.

The second example is interesting. In the first version, the server does a big spike of work up front and then never does anything again, leaving all the heavy lifting to be done by the client apps (since continuously changing values on effects and HUD elements are evaluated on the client). In the second version, both the server and client do some work whenever each player’s A switches between 42 and not 42. It’s hard to say which is “better”. Obviously, if the initial spike on the server in the first version is enough to trigger the server load threshold, then the second version is your only choice. If not, and you’re struggling with server load otherwise (and you don’t mind shifting some of the cost to the client), then the first version might be what you want. Overall, I think the second version is more desirable unless A is changing...

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When testing Workshop scripts, the answer to the question “why did my server shut down?” is almost always due to what we call “server load”, which is a measurement we take to determine how much processing power a given game instance is consuming. In order to accommodate a large number of instances, we must shut down individual instances that have started to use too much of the available processing power.

So why does this happen? The short answer is that too many Workshop actions are executing. Sometimes it’s because a high number of actions have occurred over several seconds. Sometimes it’s because an extremely high number of actions happen on a single frame.

Not all actions impact server load the same amount, however. Creating and destroying dummy bots, for example, is very costly, while modifying variables is relatively inexpensive (especially starting in patch 1.45). The values you provide actions will affect server load as well. For example, the ray casting values ...

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There’s a post coming very soon that should be helpful. Stay tuned!


07 Feb

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This first thing you should do is make sure you don’t have any infinite loops! That is a potential risk along with the new features that have been added (we’ll be making a post regarding that soon). Besides that, if you think there’s an actual issue that’s reproducible, feel free to upload your script and we can look into it!

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As Dan posted here: New 1.45 PTR build, we have a new 1.45 build currently up on the PTR. This new update should fix many issues you all have been encountering. Please test your creations here and let us know if you still encounter any issues!

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We just released a new PTR build that should fix many of the issues people had in the previous PTR build. If you have a chance, please test your creations using this new build and let us know if you encounter any incorrect behavior. Patch notes for this build can be found here. Thanks!

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Overwatch PTR Patch Notes – February 7, 2020

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only an...

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If you have a specific script you don’t feel like it’s working, feel free to post it and we can take a look. If you setup a trivial example with multiple damage mods, it’s pretty easy for us to see whether or not its working as intended.

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  1. Applies separately to damage modifications and healing modifications (so 64 each)
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Thanks for the report. We’ll have this fixed in the next PTR update.