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] [*]Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers [*]Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white [*]Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders [*]Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity [*]Updated the Beaten and Bruised cosmetic item[list] [*]Fixed a floating triangle when equipping the Ultra Violence style on Sniper [*]Reduced the clipping for Soldier and Sniper[/list] [*]Updated Clubsy The Seal to be an assister in Pyrovision [*]Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues [*]Updated/Added some tournament medals [*]Updated Taunt: The Head Doctor[list] [*]Fixed skinning on lower LODs [*]Fixed team coloring for both teams [*]Adjusted animation to reduce prop clipping[/list] [*]Updated Taunt: The Road Rager[list] [*]Fixed skinning on lower LODs [*]Adjusted animation on wheels to better match character movement[/list] [*]Updated pd_selbyen[list] [*]Fixed door stuck exploit [*]Major optimization improvements (thanks yrrzy!)[list] [*]Added/moved some func_occluders [*]Hinting adjustments [*]Added skyboxes and func_areaportals to separate areas better [*]Added func_areaportalwindows to unload spawn building interiors [*]Turned some small brushes into func_details [*]Adjusted some prop fades [*]Fixed slight misalignment of the yellow center buildings roof structure [*]Better lighting under the docks [*]Minor detailing changes[/list][/list] [*]Updated cp_steel[list] [*]Added additional clipping where needed [*]Fixed some windows clip and trip spots [*]Adjusted Red respawn base times to not go over 10 (could get to 11 and 12) [*]Capture point HUD layout now matches its map kin (Gravelpit and Sulfur) [*]Updated map menu images to the present day (1970) [*]Reduced one-way door speed to stop ejecting players into orbit [*]Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping [*]Fixing some props that fade too early [*]Moved medium healthpack to the side between D->E to avoid accidental pickups [*]Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession[/list] [*]Updated koth_synthetic_event[list] [*]Brightened and evened out lighting in play space [*]Fixed missing soundscape [*]Fixed missing detail sprites [*]Minor detail changes[/list] [*]Updated pl_venice[list] [*]Added new exit for initial Blu spawn [*]Added new balcony outside Attic room above Point B [*]Added new balcony inside near Point D [*]Moved door on balcony near Point A (Thanks Billo) [*]Bridges now have solid side walls [*]Raised bridge is now less steep [*]Small building next to raised bridge is now taller [*]Added cover at Point C [*]Slightly adjusted balcony above Point D [*]Fixed being able to place turrets above Point D [*]Initial Blu spawn doors now close [*]Replaced fences at Blu spawn with buoys [*]Removed some interior props near Point D [*]The payload now sinks [*]Moved some health and ammo around [*]Updated navmesh [*]Lots of minor bug fixes [*]Lots of minor other changes[/list] [*]Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock[list] [*]Failing to capture the point in 3 minutes after it opens results in Stalemate [*]Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit [*]Hale's abilities now get affected by Vaccinator resistances [*]Fixed Ubercharge rate bonus applying only with the Ubersaw [*]Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits [*]Fixed Natasha and Huo-Long Heater having incorrect damage penalty [*]Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.[/list] [*]Updated vsh_skirmish (additional changes)[list] [*]Fixed an out of bounds exploit [*]Fixed not being able to wall climb certain trees in the main arena[/list] [/list]