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: [list] [*]Added main menu character for the Summer event [*]Fixed pd_watergate capture zone not working properly [*]Fixed geometry collision issue with the Wildflower Meadows Unusual effect [*]Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces [*]Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players [*]Fixed the Strange Filter prefix for pd_selbyen [*]Fixed broken materials for the second style of the Cranium Cover [*]Updated koth_sharkbay[list] [*]Fixed the flying boat [*]Removed collision from seagulls [*]Updated Map Stamp icons[/list] [*]Updated koth_rotunda[list] [*]Aligned various textures [*]Improved clipping slightly [*]Raised gate to flank route for ease of access [*]Aligned some props[/list] [*]Updated cp_hardwood_final[list] [*]Fixed a crash affecting a small number of players [*]Minor clipping adjustments throughout the map [*]Minor lighting issues fixed throughout the map [*]Adjusted areaportalwindow fade brush textures [*]Adjusted collisions for some props[/list] [*]Updated cp_steel[list] [*]More blockbullet /clipbrush swaps where needed [*]Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp [*]Fixed more small unnecessary prop collision/clip removals [*]Fixed blatant texture misalignment [*]Addressed perch spot outside Red spawn on wood beam [*]Closed some accidental holes in geometry [*]Additional fixes to a sticky/shooting exploit through and under Red's E platform area [*]Increased pit damage to kill some certain class loadouts in a single trigger [*]Moved Blu spawns forward a little to previous distance [*]Extended projectile blocker brush along the top side of the Blu spawn building's roof [*]Fixed Sniper sightline into Red's first spawn points from E[/list] [*]Updated koth_rotunda[list] [*]Aligned various textures and fixed cubemap issue [*]Improved clipping [*]Improved lighting and reduced visual noise on some textures [*]Raised gate to flank route for ease of access [*]Aligned some props [*]Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!) [*]Added missing collision to some props [*]Sealed the map more[/list] [*]Updated cp_sulfur[list] [*]Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point [*]Fixed a case where Blu could contest their own win [*]Fixed a case where you could build a teleporter under a platform and become trapped [*]Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game [*]Altered Red spawn positons to spread them out when defending main point [*]Lowered Red's initial time to defend slightly [*]Convinced the boiling water to properly scald people that are submerged below the surface [*]Gravity density in the potplants has been correctly calibrated [*]Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward [*]B can no longer be capped from the outside of the building [*]Area under Point A can no longer be accessed [*]Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these[/list] [*]Updated pd_selbyen[list] [*]Fixed exploit that would let you build in spawn [*]Seal will now select a random skin every time it teleports to the break room (3 possible skins) [*]Adjusted oob seal animation timings [*]Fixed seal swimming animation [*]Added missing resupply cabinet on the Blu side [*]Added some missing clipping that would let players build in undesirable places [*]Fixed some floating windows [*]Fixed some props clipping through stuff [*]Fixed some displacements clipping through stuff [*]Fixed some displacement seams [*]Fixed some visible nodraws [*]Fixed some z-fighting [*]Various detailing additions[/list] [*]Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish[list] [*]TF_Bots now function in Versus Saxton Hale [*]Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities [*]Fixed players dropping Player Destruction pickups [*]Fixed Hale sometimes holding Necro Smasher or Sandvich [*]Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed [*]By community request, added Pyro VSH lines, performed by James McGuinn [*]Updated VSH voice lines for Spy [*]"Behind you" and "Above you" now play exclusively for the player the line is addressed to [*]Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive [*]Mad Milk recharge rate returned to stock value [*]Demoman's Swords now deal less knockback than other melee weapons [*]Demoman's Shields will now break when absorbing a Hale punch [*]Fixed a bug relating to sending a class-restricted duel to Hale during Setup[/list] [*]Updated vsh_skirmish (additional changes)[list] [*]Fixed an exploit that allowed players to build out of bounds [*]Added decals to ammo pack locations throughout the map[/list] [*]Updated vsh_distillery (additional change)[list] [*]Fixed crash when using mat_phong 0[/list] [/list]