Full notes
Full Team Fortress 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Fixes
- Gameplay
- Store
- Balance
- Compatibility
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 crash related to KeyValues
Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)
Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)
Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)
Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)
Fixed spacing issues for item descriptions (community fix from DiskIntegrity)
Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)
Fixed The Fancy Spellbook's large backpack icon not matching the small version
Updated VScript to allow set damage for force calc (community fix from doclic)
Updated the Snow Merc to count as an assister in the death notice
Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs
Updated the Die Regime-Panzerung to add a 'No Bullets' style
Updated/Added some tournament medals
Updated the Mann of the Hour
Restored missing rim mask
Made shapekeys for a few problematic face flexes
Replaced incorrect normal map
Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
Updated backpack icon to represent above changes
Updated koth_demolition
Fixed some lighting issues with the pipes next to the control point
Replaced some textures in the radio rooms
Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)
Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)
Fixed a leftover prop being inside a wall
Fixed a texture in the jumppad using the wrong cubemap
Made the catwalk behind the office building a bit bigger
Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels
Updated plr_hacksaw and plr_hacksaw_event
Removed attic balconies overlooking the capture zone
Moved a small pickup location into the attic
Fixed clipping errors
Updated cp_process_final
Fixed various collision issues across the map
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
Some of these involved closing off open areas where explosions could vanish
Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't
Increased skybox height across the map to be consistent with other 5CP maps
Changed the small prop pipes at last to be nonsolid, but still block stickies
Players should be able to cleanly walk and jump along these pipes without getting stuck
Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage
Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model
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.
Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.
Removed some rocks near the angled ramp at 2nd and replaced them with crates
Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings
Made exterior fences more consistent with the bounding of the level
Changed some metal textures to better match the mirrored symmetry of the level
Added some additional detail behind the starting spawn room
Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete
Replaced some small pipes at the 2nd spire to make a more consistent platform
Made many existing light props nonsolid to prevent movement issues
Most were already nonsolid, but this should make most props consistent
Updated cp_metalworks
Fixed various collision issues across the map
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
Changed the level geometry at last to have more consistent collision
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
Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
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.
Increased the door size of the first forward spawn
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
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.
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).
Fixed a section of displacement where players could get stuck in the ground
Slight visual tweaks throughout the level
Source
Changelog.gg summarizes and formats this update. How we read updates.
