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		<title>n00b Unlimited - Steam News</title>
		<link>https://n00bunlimited.net/</link>
		<description>Gaming news and updates from steam</description>
		<language>en</language>
		<lastBuildDate>Sat, 13 Jun 2026 00:18:22 GMT</lastBuildDate>
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			<title>n00b Unlimited - Steam News</title>
			<link>https://n00bunlimited.net/</link>
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		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80481-team-fortress-2-update-released</link>
			<pubDate>Mon, 25 May 2026 16:16:24 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Fixed crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)</li>
</ul><br />
<br />
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:<ul><li>Fixed crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)</li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/271749/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80481-team-fortress-2-update-released</guid>
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		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80480-team-fortress-2-update-released</link>
			<pubDate>Fri, 22 May 2026 22:40:44 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Fixed crash related to KeyValues</li>
<li>Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)</li>
<li>Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)</li>
<li>Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)</li>
<li>Fixed automatic &quot;Control Point Lost&quot; lines not playing (community fix from robbilookatme)</li>
<li>Fixed spacing issues for item descriptions (community fix from DiskIntegrity)</li>
<li>Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)</li>
<li>Fixed The Fancy Spellbook's large backpack icon not matching the small version</li>
<li>Updated VScript to allow set damage for force calc (community fix from doclic)</li>
<li>Updated the Snow Merc to count as an assister in the death notice</li>
<li>Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs</li>
<li>Updated the Die Regime-Panzerung to add a 'No Bullets' style</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Mann of the Hour<ul><li>Restored missing rim mask</li>
<li>Made shapekeys for a few problematic face flexes</li>
<li>Replaced incorrect normal map</li>
<li>Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul</li>
<li>Updated backpack icon to represent above changes</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Fixed some lighting issues with the pipes next to the control point</li>
<li>Replaced some textures in the radio rooms</li>
<li>Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)</li>
<li>Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)</li>
<li>Fixed a leftover prop being inside a wall</li>
<li>Fixed a texture in the jumppad using the wrong cubemap</li>
<li>Made the catwalk behind the office building a bit bigger</li>
<li>Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels</li>
</ul></li>
<li>Updated plr_hacksaw and plr_hacksaw_event<ul><li>Removed attic balconies overlooking the capture zone</li>
<li>Moved a small pickup location into the attic</li>
<li>Fixed clipping errors</li>
</ul></li>
<li>Updated cp_process_final<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
<li>Some of these involved closing off open areas where explosions could vanish</li>
<li>Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't</li>
</ul></li>
<li>Increased skybox height across the map to be consistent with other 5CP maps</li>
<li>Changed the small prop pipes at last to be nonsolid, but still block stickies<ul><li>Players should be able to cleanly walk and jump along these pipes without getting stuck</li>
<li>Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage</li>
<li>Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model</li>
</ul></li>
<li>Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.</li>
<li>Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.</li>
<li>Removed some rocks near the angled ramp at 2nd and replaced them with crates</li>
<li>Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings</li>
<li>Made exterior fences more consistent with the bounding of the level</li>
<li>Changed some metal textures to better match the mirrored symmetry of the level</li>
<li>Added some additional detail behind the starting spawn room</li>
<li>Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete</li>
<li>Replaced some small pipes at the 2nd spire to make a more consistent platform</li>
<li>Made many existing light props nonsolid to prevent movement issues<ul><li>Most were already nonsolid, but this should make most props consistent</li>
</ul></li>
</ul></li>
<li>Updated cp_metalworks<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
</ul></li>
<li>Changed the level geometry at last to have more consistent collision<ul><li>While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues</li>
</ul></li>
<li>Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through</li>
<li>Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.</li>
<li>Increased the door size of the first forward spawn</li>
<li>The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash</li>
<li>Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.</li>
<li>Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).</li>
<li>Fixed a section of displacement where players could get stuck in the ground</li>
<li>Slight visual tweaks throughout the level</li>
</ul></li>
</ul><br />
<br />
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:<ul><li>Fixed crash related to KeyValues</li>
<li>Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)</li>
<li>Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)</li>
<li>Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)</li>
<li>Fixed automatic &quot;Control Point Lost&quot; lines not playing (community fix from robbilookatme)</li>
<li>Fixed spacing issues for item descriptions (community fix from DiskIntegrity)</li>
<li>Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)</li>
<li>Fixed The Fancy Spellbook's large backpack icon not matching the small version</li>
<li>Updated VScript to allow set damage for force calc (community fix from doclic)</li>
<li>Updated the Snow Merc to count as an assister in the death notice</li>
<li>Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs</li>
<li>Updated the Die Regime-Panzerung to add a 'No Bullets' style</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Mann of the Hour<ul><li>Restored missing rim mask</li>
<li>Made shapekeys for a few problematic face flexes</li>
<li>Replaced incorrect normal map</li>
<li>Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul</li>
<li>Updated backpack icon to represent above changes</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Fixed some lighting issues with the pipes next to the control point</li>
<li>Replaced some textures in the radio rooms</li>
<li>Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)</li>
<li>Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)</li>
<li>Fixed a leftover prop being inside a wall</li>
<li>Fixed a texture in the jumppad using the wrong cubemap</li>
<li>Made the catwalk behind the office building a bit bigger</li>
<li>Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels</li>
</ul></li>
<li>Updated plr_hacksaw and plr_hacksaw_event<ul><li>Removed attic balconies overlooking the capture zone</li>
<li>Moved a small pickup location into the attic</li>
<li>Fixed clipping errors</li>
</ul></li>
<li>Updated cp_process_final<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
<li>Some of these involved closing off open areas where explosions could vanish</li>
<li>Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't</li>
</ul></li>
<li>Increased skybox height across the map to be consistent with other 5CP maps</li>
<li>Changed the small prop pipes at last to be nonsolid, but still block stickies<ul><li>Players should be able to cleanly walk and jump along these pipes without getting stuck</li>
<li>Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage</li>
<li>Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model</li>
</ul></li>
<li>Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.</li>
<li>Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.</li>
<li>Removed some rocks near the angled ramp at 2nd and replaced them with crates</li>
<li>Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings</li>
<li>Made exterior fences more consistent with the bounding of the level</li>
<li>Changed some metal textures to better match the mirrored symmetry of the level</li>
<li>Added some additional detail behind the starting spawn room</li>
<li>Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete</li>
<li>Replaced some small pipes at the 2nd spire to make a more consistent platform</li>
<li>Made many existing light props nonsolid to prevent movement issues<ul><li>Most were already nonsolid, but this should make most props consistent</li>
</ul></li>
</ul></li>
<li>Updated cp_metalworks<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
</ul></li>
<li>Changed the level geometry at last to have more consistent collision<ul><li>While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues</li>
</ul></li>
<li>Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through</li>
<li>Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.</li>
<li>Increased the door size of the first forward spawn</li>
<li>The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash</li>
<li>Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.</li>
<li>Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).</li>
<li>Fixed a section of displacement where players could get stuck in the ground</li>
<li>Slight visual tweaks throughout the level</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/271650/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80480-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Left 4 Dead - Update</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80478-left-4-dead-update</link>
			<pubDate>Wed, 06 May 2026 18:43:54 GMT</pubDate>
			<description>An update has been released for Left 4 Dead: 
 
- Fixed several exploits that could be used to crash servers or remote players. 
 
An update has been...</description>
			<content:encoded><![CDATA[An update has been released for Left 4 Dead:<br />
<br />
- Fixed several exploits that could be used to crash servers or remote players.<br />
<br />
An update has been released for Left 4 Dead:<br />
<br />
- Fixed several exploits that could be used to crash servers or remote players.<br />
<br />
<a href="https://store.steampowered.com/news/270398/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80478-left-4-dead-update</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80475-team-fortress-2-update-released</link>
			<pubDate>Wed, 11 Mar 2026 19:40:08 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Fixed client crash related to material proxies</li>
<li>Fixed Scout.NegativeVocalization04 sounds in Mann vs. Machine not playing because of a typo in the volume (community fix from That Hat Guy)</li>
<li>Fixed The Spy-cicle not using its icicle lightwarp (community fix from BreavyTF2)</li>
<li>Updated material for cp_coldfront to fix compression issue</li>
<li>Updated the prop for Taunt: Heartbreaker to fix a missing material</li>
<li>Updated koth_demolition<ul><li>Fixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite)</li>
<li>Fixed some player clip pixel walks on some doors</li>
<li>Fixed a blockbullets floating above BLU spawn (thanks True_Boredom)</li>
</ul></li>
</ul><br />
<br />
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:<ul><li>Fixed client crash related to material proxies</li>
<li>Fixed Scout.NegativeVocalization04 sounds in Mann vs. Machine not playing because of a typo in the volume (community fix from That Hat Guy)</li>
<li>Fixed The Spy-cicle not using its icicle lightwarp (community fix from BreavyTF2)</li>
<li>Updated material for cp_coldfront to fix compression issue</li>
<li>Updated the prop for Taunt: Heartbreaker to fix a missing material</li>
<li>Updated koth_demolition<ul><li>Fixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite)</li>
<li>Fixed some player clip pixel walks on some doors</li>
<li>Fixed a blockbullets floating above BLU spawn (thanks True_Boredom)</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/265516/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80475-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80474-team-fortress-2-update-released</link>
			<pubDate>Fri, 06 Mar 2026 18:11:38 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes</li>
<li>Fixed a bug where certain custom maps would not load assets correctly on Linux</li>
<li>Fixed some crashes relating to singleplayer TF2 SDK mods</li>
<li>Fixed a memory leak on long running servers related to dynamic models</li>
<li>Fixed client crash related to invalid D3D texture flag</li>
<li>Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)</li>
<li>Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)</li>
<li>Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)</li>
<li>Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)</li>
<li>Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)</li>
<li>Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)</li>
<li>Fixed network state changes for player condition vars (community fix from ficool2)</li>
<li>Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)</li>
<li>Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)</li>
<li>Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)</li>
<li>Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)</li>
<li>Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)</li>
<li>Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)</li>
<li>Fixed cloak and rage meters being mispredicted (community fix from ficool2)</li>
<li>Fixed prediction issues with Spy watches and cloak (community fix from ficool2)</li>
<li>Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)</li>
<li>Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)</li>
<li>Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)</li>
<li>Fixed Botkiller team color bugs (community fix from DiskIntegrity)</li>
<li>Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume</li>
<li>Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode</li>
<li>Updated the Festivizer model for The Overdose to fix a problem with the LODs</li>
<li>Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin</li>
<li>Updated/Added some tournament medals</li>
<li>Updated The Bare Necessities to fix not moving correctly while taunting</li>
<li>Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses</li>
<li>Updated alpha channel for Hydro water texture to remove inconsistencies</li>
<li>Updated the Case of the Blues<ul><li>Updated rigging to fix intense stretching during taunt poses</li>
<li>Updated materials to look less flat</li>
</ul></li>
<li>Updated the taunt prop for Taunt: Heartbreaker<ul><li>Updated the materials to add ambient occlusion</li>
<li>Updated the phong and rim lighting to show albedo tint</li>
<li>Updated the materials to add more depth</li>
<li>Updated the model to fix missing faces</li>
<li>Updated the model to fix stretching on lower LODs</li>
</ul></li>
<li>Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)</li>
<li>Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1</li>
<li>Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)</li>
<li>Updated koth_demolition<ul><li>Updated map lighting to make it more like a sunset, as well as giving it a more golden color</li>
<li>Replaced the models used for the capture point lights with a different one which has better collision and illumination</li>
<li>Reworked the capture point platform to give it a stronger design</li>
<li>Reworked all the catwalks to give them a more stylized look</li>
<li>Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look</li>
<li>Reverted a previous change to the capture point team change steam whistle</li>
<li>Removed all ambient_generics near the furnaces and fire pipe</li>
<li>Reworked the soundscapes to make them more efficient and work properly</li>
<li>Reworked the control room of the crane to give it a better design</li>
<li>Reworked some ropes from the crane to give them a better look</li>
<li>Fixed some props fading out incorrectly</li>
<li>Fixed ships in the 3d skybox casting shadows</li>
<li>Fixed cubemaps missing on parts of the map</li>
<li>Fixed reflective surfaces not having a cubemap attached to them</li>
<li>Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)</li>
<li>Improved water cubemaps</li>
<li>Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)</li>
<li>Improved the visuals on the spawn platform to fit the previous change</li>
<li>Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)</li>
</ul></li>
</ul><br />
<br />
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:<ul><li>Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes</li>
<li>Fixed a bug where certain custom maps would not load assets correctly on Linux</li>
<li>Fixed some crashes relating to singleplayer TF2 SDK mods</li>
<li>Fixed a memory leak on long running servers related to dynamic models</li>
<li>Fixed client crash related to invalid D3D texture flag</li>
<li>Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)</li>
<li>Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)</li>
<li>Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)</li>
<li>Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)</li>
<li>Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)</li>
<li>Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)</li>
<li>Fixed network state changes for player condition vars (community fix from ficool2)</li>
<li>Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)</li>
<li>Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)</li>
<li>Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)</li>
<li>Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)</li>
<li>Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)</li>
<li>Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)</li>
<li>Fixed cloak and rage meters being mispredicted (community fix from ficool2)</li>
<li>Fixed prediction issues with Spy watches and cloak (community fix from ficool2)</li>
<li>Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)</li>
<li>Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)</li>
<li>Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)</li>
<li>Fixed Botkiller team color bugs (community fix from DiskIntegrity)</li>
<li>Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume</li>
<li>Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode</li>
<li>Updated the Festivizer model for The Overdose to fix a problem with the LODs</li>
<li>Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin</li>
<li>Updated/Added some tournament medals</li>
<li>Updated The Bare Necessities to fix not moving correctly while taunting</li>
<li>Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses</li>
<li>Updated alpha channel for Hydro water texture to remove inconsistencies</li>
<li>Updated the Case of the Blues<ul><li>Updated rigging to fix intense stretching during taunt poses</li>
<li>Updated materials to look less flat</li>
</ul></li>
<li>Updated the taunt prop for Taunt: Heartbreaker<ul><li>Updated the materials to add ambient occlusion</li>
<li>Updated the phong and rim lighting to show albedo tint</li>
<li>Updated the materials to add more depth</li>
<li>Updated the model to fix missing faces</li>
<li>Updated the model to fix stretching on lower LODs</li>
</ul></li>
<li>Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)</li>
<li>Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1</li>
<li>Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)</li>
<li>Updated koth_demolition<ul><li>Updated map lighting to make it more like a sunset, as well as giving it a more golden color</li>
<li>Replaced the models used for the capture point lights with a different one which has better collision and illumination</li>
<li>Reworked the capture point platform to give it a stronger design</li>
<li>Reworked all the catwalks to give them a more stylized look</li>
<li>Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look</li>
<li>Reverted a previous change to the capture point team change steam whistle</li>
<li>Removed all ambient_generics near the furnaces and fire pipe</li>
<li>Reworked the soundscapes to make them more efficient and work properly</li>
<li>Reworked the control room of the crane to give it a better design</li>
<li>Reworked some ropes from the crane to give them a better look</li>
<li>Fixed some props fading out incorrectly</li>
<li>Fixed ships in the 3d skybox casting shadows</li>
<li>Fixed cubemaps missing on parts of the map</li>
<li>Fixed reflective surfaces not having a cubemap attached to them</li>
<li>Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)</li>
<li>Improved water cubemaps</li>
<li>Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)</li>
<li>Improved the visuals on the spawn platform to fit the previous change</li>
<li>Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)</li>
</ul></li>
</ul><br />
<br />
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