Update log
Full Team Fortress 2 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Maps
- Server
- Performance
- UI and audio
- Gameplay
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 an issue where players could impersonate TF2 system messages by exploiting color control codes
Fixed a bug where certain custom maps would not load assets correctly on Linux
Fixed some crashes relating to singleplayer TF2 SDK mods
Fixed a memory leak on long running servers related to dynamic models
Fixed client crash related to invalid D3D texture flag
Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)
Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)
Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)
Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)
Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)
Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)
Fixed network state changes for player condition vars (community fix from ficool2)
Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)
Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)
Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)
Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)
Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)
Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)
Fixed cloak and rage meters being mispredicted (community fix from ficool2)
Fixed prediction issues with Spy watches and cloak (community fix from ficool2)
Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)
Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)
Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)
Fixed Botkiller team color bugs (community fix from DiskIntegrity)
Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume
Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode
Updated the Festivizer model for The Overdose to fix a problem with the LODs
Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin
Updated/Added some tournament medals
Updated The Bare Necessities to fix not moving correctly while taunting
Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses
Updated alpha channel for Hydro water texture to remove inconsistencies
Updated the Case of the Blues
Updated rigging to fix intense stretching during taunt poses
Updated materials to look less flat
Updated the taunt prop for Taunt: Heartbreaker
Updated the materials to add ambient occlusion
Updated the phong and rim lighting to show albedo tint
Updated the materials to add more depth
Updated the model to fix missing faces
Updated the model to fix stretching on lower LODs
Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1
Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
Updated koth_demolition
Updated map lighting to make it more like a sunset, as well as giving it a more golden color
Replaced the models used for the capture point lights with a different one which has better collision and illumination
Reworked the capture point platform to give it a stronger design
Reworked all the catwalks to give them a more stylized look
Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look
Reverted a previous change to the capture point team change steam whistle
Removed all ambient_generics near the furnaces and fire pipe
Reworked the soundscapes to make them more efficient and work properly
Reworked the control room of the crane to give it a better design
Reworked some ropes from the crane to give them a better look
Fixed some props fading out incorrectly
Fixed ships in the 3d skybox casting shadows
Fixed cubemaps missing on parts of the map
Fixed reflective surfaces not having a cubemap attached to them
Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)
Improved water cubemaps
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)
Improved the visuals on the spawn platform to fit the previous change
Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)
Source
