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:
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:
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					- Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
 - Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
 - Updated the Celestial Summit Unusual effect to reduce the particle count
 - Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
 - Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
 - Updated the Carry-Van
- Fixed the rigging on the straps to avoid clipping when running
 - Fixed misplaced ambient occlusion on the material
 - Fixed rim mask being black in places it wasn't supposed to
 - Fixed a hole in-between the window and top of the van
 - Fixed LODs to represent above changes
 
 - Updated the Dead Man's Party Unusual taunt effect
- Added fades to hand sprites
 - Improved effect composition on fast-moving taunts
 - Fixed some particle sorting issues
 
 - Updated cp_lavapit_final
- Fixed a skybox exploit in the underworld
 
 - Updated pl_spineyard
- Fixed an exploit that allowed players to get outside of the map
 - Fixed missing cubemaps
 
 - Updated pl_corruption
- Replaced some of the materials and models
 - Adjusted collisions near some wooden beams by point A
 - Adjusted prop fades
 - Fixed some minor texture issues
 - Fixed teleport trigger in one of the spawn rooms being too late to activate
 - Minor adjustments to improve your sanity
 
 - Updated cp_degrootkeep_rats
- Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
 - Fixed a hidden perch in the balcony overlooking C
 
 - Updated arena_perks
- Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
 - Fixed missing barricades in the voting area
 - Fixed certain items having missing textures on the map
 - Removed crumpkins (with help from LizardOfOz)
 - Fixed stalemates causing extra rounds where no perks would appear
 - Added a new HUD, with an alive player counter
 
 - Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
- If a game is in progress and there are no players on BLU team or RED team the game will now end
 - Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
 - Fixed a bug that caused Zombies to not see combat text correctly
 - Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
 - Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
 - Fixed an issue with missing particle effects for Medic's Heal ability
 - Adjusted the number of Zombies selected at round start for low player counts
 - Corrected unintended changes in the last update
- Changed the damage dealt by Zombie Soldier's Stomp
- In the previous update, Soldier would instantly kill his stomp target. This was not intended.
 - The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
 
 - Changed the Sentry Gun to deal 40% damage to Zombies
- In the previous update, this was 35%. This was not intended.
 
 - Added a sound effect to Pyro's explosion of flames on death
 - Removed some debug print statements
 
 - Changed the damage dealt by Zombie Soldier's Stomp
 - Reworked Demoman's Blast Charge to fix several exploits and bugs
- These changes should also make Blast Charge more reliable and less frustrating to use
 
 - Blast Charge is now triggered based on the player's velocity
- When player's speed drops below a threshold while charging, they explode
 - Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
 
 - Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
 - Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
 - Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
 - Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
 - Fixed many bugs that caused Blast Charge to fail to detonate
 - Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
 
 - Updated zi_atoll (additional changes)
- Fixed the missing texture on the turbine building's roof
 - Added areaportals and occluders in and around buildings
 - Added extra nodraw brushes under the level and buildings to improve vis calculations
 - Added prop fades on bushes and rocks
 - Adjusted push triggers on trees
 - Minor clipping adjustments
 - Changed func_brush on roofs to func_movelinear so that corpses don't fall through
 - Added soul gargoyle spawns
 - Added a santa hat that spawns on the anchor when smissmas holiday is enabled
 - Fixed cubemap reflection issues
 - Fixed the seam between the 3D skybox and the playable level
 - Aar fed the spinning cat
 
 - Updated zi_devastation_final1 (additional changes)
- Replaced sewer exit to the 2nd floor with a ladder
 - Changed sewer exits to no longer require crouching/prop jumps
 - Fixed missing respawn trigger in the sewers
 - Adjusted spawn positions of Zombies and Survivors
 - Fire now ignites players
 - Adjusted lighting in sewers to be slightly brighter
 - Reduced round timer to 3 minutes
 - Lit up 2nd floor car corner
 
 
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:
- Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
 - Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
 - Updated the Celestial Summit Unusual effect to reduce the particle count
 - Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
 - Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
 - Updated the Carry-Van
- Fixed the rigging on the straps to avoid clipping when running
 - Fixed misplaced ambient occlusion on the material
 - Fixed rim mask being black in places it wasn't supposed to
 - Fixed a hole in-between the window and top of the van
 - Fixed LODs to represent above changes
 
 - Updated the Dead Man's Party Unusual taunt effect
- Added fades to hand sprites
 - Improved effect composition on fast-moving taunts
 - Fixed some particle sorting issues
 
 - Updated cp_lavapit_final
- Fixed a skybox exploit in the underworld
 
 - Updated pl_spineyard
- Fixed an exploit that allowed players to get outside of the map
 - Fixed missing cubemaps
 
 - Updated pl_corruption
- Replaced some of the materials and models
 - Adjusted collisions near some wooden beams by point A
 - Adjusted prop fades
 - Fixed some minor texture issues
 - Fixed teleport trigger in one of the spawn rooms being too late to activate
 - Minor adjustments to improve your sanity
 
 - Updated cp_degrootkeep_rats
- Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
 - Fixed a hidden perch in the balcony overlooking C
 
 - Updated arena_perks
- Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
 - Fixed missing barricades in the voting area
 - Fixed certain items having missing textures on the map
 - Removed crumpkins (with help from LizardOfOz)
 - Fixed stalemates causing extra rounds where no perks would appear
 - Added a new HUD, with an alive player counter
 
 - Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
- If a game is in progress and there are no players on BLU team or RED team the game will now end
 - Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
 - Fixed a bug that caused Zombies to not see combat text correctly
 - Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
 - Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
 - Fixed an issue with missing particle effects for Medic's Heal ability
 - Adjusted the number of Zombies selected at round start for low player counts
 - Corrected unintended changes in the last update
- Changed the damage dealt by Zombie Soldier's Stomp
- In the previous update, Soldier would instantly kill his stomp target. This was not intended.
 - The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
 
 - Changed the Sentry Gun to deal 40% damage to Zombies
- In the previous update, this was 35%. This was not intended.
 
 - Added a sound effect to Pyro's explosion of flames on death
 - Removed some debug print statements
 
 - Changed the damage dealt by Zombie Soldier's Stomp
 - Reworked Demoman's Blast Charge to fix several exploits and bugs
- These changes should also make Blast Charge more reliable and less frustrating to use
 
 - Blast Charge is now triggered based on the player's velocity
- When player's speed drops below a threshold while charging, they explode
 - Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
 
 - Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
 - Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
 - Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
 - Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
 - Fixed many bugs that caused Blast Charge to fail to detonate
 - Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
 
 - Updated zi_atoll (additional changes)
- Fixed the missing texture on the turbine building's roof
 - Added areaportals and occluders in and around buildings
 - Added extra nodraw brushes under the level and buildings to improve vis calculations
 - Added prop fades on bushes and rocks
 - Adjusted push triggers on trees
 - Minor clipping adjustments
 - Changed func_brush on roofs to func_movelinear so that corpses don't fall through
 - Added soul gargoyle spawns
 - Added a santa hat that spawns on the anchor when smissmas holiday is enabled
 - Fixed cubemap reflection issues
 - Fixed the seam between the 3D skybox and the playable level
 - Aar fed the spinning cat
 
 - Updated zi_devastation_final1 (additional changes)
- Replaced sewer exit to the 2nd floor with a ladder
 - Changed sewer exits to no longer require crouching/prop jumps
 - Fixed missing respawn trigger in the sewers
 - Adjusted spawn positions of Zombies and Survivors
 - Fire now ignites players
 - Adjusted lighting in sewers to be slightly brighter
 - Reduced round timer to 3 minutes
 - Lit up 2nd floor car corner
 
 
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