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 floating 'Bonus' label in the middle of the screen while working on certain contracts [*]Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region [*]Updated the Celestial Summit Unusual effect to reduce the particle count [*]Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect [*]Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba) [*]Updated the Carry-Van[list] [*]Fixed the rigging on the straps to avoid clipping when running [*]Fixed misplaced ambient occlusion on the material [*]Fixed rim mask being black in places it wasn't supposed to [*]Fixed a hole in-between the window and top of the van [*]Fixed LODs to represent above changes[/list] [*]Updated the Dead Man's Party Unusual taunt effect[list] [*]Added fades to hand sprites [*]Improved effect composition on fast-moving taunts [*]Fixed some particle sorting issues[/list] [*]Updated cp_lavapit_final[list] [*]Fixed a skybox exploit in the underworld[/list] [*]Updated pl_spineyard[list] [*]Fixed an exploit that allowed players to get outside of the map [*]Fixed missing cubemaps[/list] [*]Updated pl_corruption[list] [*]Replaced some of the materials and models [*]Adjusted collisions near some wooden beams by point A [*]Adjusted prop fades [*]Fixed some minor texture issues [*]Fixed teleport trigger in one of the spawn rooms being too late to activate [*]Minor adjustments to improve your sanity[/list] [*]Updated cp_degrootkeep_rats[list] [*]Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player [*]Fixed a hidden perch in the balcony overlooking C[/list] [*]Updated arena_perks[list] [*]Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec) [*]Fixed missing barricades in the voting area [*]Fixed certain items having missing textures on the map [*]Removed crumpkins (with help from LizardOfOz) [*]Fixed stalemates causing extra rounds where no perks would appear [*]Added a new HUD, with an alive player counter[/list] [*]Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium[list] [*]If a game is in progress and there are no players on BLU team or RED team the game will now end [*]Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss [*]Fixed a bug that caused Zombies to not see combat text correctly [*]Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo [*]Fixed a bug that caused changing player loadout to kill human players (particularly on Murky) [*]Fixed an issue with missing particle effects for Medic's Heal ability [*]Adjusted the number of Zombies selected at round start for low player counts [*]Corrected unintended changes in the last update[list] [*]Changed the damage dealt by Zombie Soldier's Stomp[list] [*]In the previous update, Soldier would instantly kill his stomp target. This was not intended. [*]The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.[/list] [*]Changed the Sentry Gun to deal 40% damage to Zombies[list] [*]In the previous update, this was 35%. This was not intended.[/list] [*]Added a sound effect to Pyro's explosion of flames on death [*]Removed some debug print statements[/list] [*]Reworked Demoman's Blast Charge to fix several exploits and bugs[list] [*]These changes should also make Blast Charge more reliable and less frustrating to use[/list] [*]Blast Charge is now triggered based on the player's velocity[list] [*]When player's speed drops below a threshold while charging, they explode [*]Additionally, anything that would usually interrupt a shield charge will now trigger the explosion[/list] [*]Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended [*]Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed [*]Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation [*]Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge [*]Fixed many bugs that caused Blast Charge to fail to detonate [*]Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie[/list] [*]Updated zi_atoll (additional changes)[list] [*]Fixed the missing texture on the turbine building's roof [*]Added areaportals and occluders in and around buildings [*]Added extra nodraw brushes under the level and buildings to improve vis calculations [*]Added prop fades on bushes and rocks [*]Adjusted push triggers on trees [*]Minor clipping adjustments [*]Changed func_brush on roofs to func_movelinear so that corpses don't fall through [*]Added soul gargoyle spawns [*]Added a santa hat that spawns on the anchor when smissmas holiday is enabled [*]Fixed cubemap reflection issues [*]Fixed the seam between the 3D skybox and the playable level [*]Aar fed the spinning cat[/list] [*]Updated zi_devastation_final1 (additional changes)[list] [*]Replaced sewer exit to the 2nd floor with a ladder [*]Changed sewer exits to no longer require crouching/prop jumps [*]Fixed missing respawn trigger in the sewers [*]Adjusted spawn positions of Zombies and Survivors [*]Fire now ignites players [*]Adjusted lighting in sewers to be slightly brighter [*]Reduced round timer to 3 minutes [*]Lit up 2nd floor car corner[/list] [/list]