PDA

View Full Version : Team Fortress 2 Update Released



siosios
08-17-2016, 12:32 AM
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:



Competitive Mode

Players in the first tier of ranks (1-6) now lose substantially fewer rank points on match loss
Players with high win/loss ratios in recent matches now earn bonus rank points in order to accelerate their progress toward a more appropriate rank


Added report player context menu on scoreboard

Requires mouse input mode on the scoreboard (see Adv. Options)


Fixed a potential security issue (thanks to Justin G., aka sigsegv, and Linus S., aka PistonMiner, for this report)
Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)
Removed the damage effects and pain sounds when using the Rocket Jumper and Sticky Jumper
Updated PASS Time view model positions to support using FOV 70
Updated the animations for the Sharp Dresser to fix a clipping problem
Updated the localization files
Updated cp_sunshine to fix some clipping issues
Updated cp_metalworks

Adjusted the height of the ceiling in the room behind the second control point
Added some slight visual detail to various concrete rooms throughout (team color stripe)
Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon)
Adjusted height of 'tank' in L room behind 2nd control point
Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert)
Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert)
Clipped off some glass windows at 2nd
Added crate to cargo containers at mid, allowing scouts to get onto the highest cargo container
Added props to the clipping ramp around the final control point to indicate collision
Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert)




More... (http://store.steampowered.com/news/23495/)