Team Fortress 2 Update Released
Author: erics,
published 1 year ago,
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]