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 check to make Mann vs. Machine invaders immune to pushback while leaving their spawn [*]Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended) [*]Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another [*]Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH [*]Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH [*]Fixed a crash that can occur when changing from VSH to another map [*]Fixed a crash that can occur related to MP3s on VSH maps [*]Fixed a crash that can occur when using changing model detail setting or using r_flushlod [*]Fixed a crash when going between two sv_pure servers with maps packing custom content [*]Fixed changing model detail setting or using r_flushlod not always taking effect [*]Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe [*]Fixed custom particle overrides not being reloaded on servers without sv_pure [*]Fixed game mode descriptions for some of the summer map stamps [*]Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2)) [*]Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2)) [*]Fixed teleporter particle effects (community fix from 'Jakub' (ficool2)) [*]Updated/Added some tournament medals [*]Updated cp_altitude[list] [*]Increased size of C capture area [*]Reduced initial round timer from 6 to 5 minutes [*]Increased max round timer length from 6 to 8 minutes [*]Increased Blu respawn wave time on A from 3 to 4 [*]Increased Red respawn wave time on C from 8 to 9 [*]Reduced Blu respawn wave time on C from 3 to 2 [*]Various visual fixes and adjustments[/list] [*]Updated koth_cascade[list] [*]Various player and projectile collision fixes [*]Various visual fixes and adjustments [*]Adjusted resupply locker positions[/list] [*]Updated cp_steel[list] [*]Fixed missing glass from bullet blocked windows [*]Removed some more ceiling light collisions [*]Improved clipping around B -> C building [*]Small safety improvement to Blu flank balcony to B [*]Some extra block bullets around B floor[/list] [*]Updated pl_phoenix[list] [*]Increased Red respawn wave time on D from 8 to 9 [*]Fixed projectile collision bug around the payload elevator track [*]Fixed a case where the payload cart could get stuck at the base of the elevator [*]Various clipping fixes [*]Various visual fixes[/list] [*]Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish[list] [*]The script no longer forces mp_winlimit and mp_maxrounds to 0 [*]Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut [*]Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions [*]The Diamondback now gains 2 guaranteed crits upon backstab [*]Hale's attacks now pierce through damage absorption of the Wrangler shield [*]Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round [*]Fixed bugs related to Your Eternal Reward's on-backstab disguise [*]Fixed Festive Eyelander not gaining heads on-hit [*](Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich [*](Hopefully) Fixed some players being unable to punch as Hale ("A-posing") [*]Fixed Hale disappearing when the game tries (and fails) to gib him [*]Both sides dying simultaneously now counts as Stalemate[/list] [*]Updated vsh_skirmish (additional changes)[list] [*]Added a live feed to the office [*]Improved clipping in multiple areas[/list] [/list]