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: [b]Summer 2024![/b] [list] [*]Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen [*]Added the Summer 2024 Cosmetic Case[list] [*]Contains 23 new community-contributed items[/list] [*]Added 4 new community-contributed taunts to the Mann Co. Store[list] [*]Taunt: Taunt: Can It! [*]Taunt: Cremator's Condolences [*]Taunt: Straight Shooter Tutor [*]Taunt: Unleashed Rage[/list] [*]Added 38 new community-created Unusual effects[list] [*]18 new effects for Unusual hats [*]20 new effects for Unusual taunts[/list] [*]All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates. [*]The Summer event runs through September 15th, 2024 [/list] [b]General[/b] [list] [*]Security and stability improvements [*]Fixed Workshop sv_cheats exploit [*]Disallow aliasing any existing convars that are not movement commands [*]Added language support for Spanish - Latin America [*]Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items[list] [*]Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category[/list] [*]Added missing 64-bit Steam binaries for the dedicated server [*]Added missing 64-bit versions of HLMV and HLFaceposer [*]Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team [*]Added missing menu_photos images for cp_powerhouse [*]Added missing default string for Player Destruction mode [*]Expanded VScript support[list] [*]Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars [*]Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map [*]BaseEntity: AcceptInput, IsAlive [*]EconEntity: GetAttribute [*]TFPlayer: GetCustomAttribute, StunPlayer [*]TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint[/list] [*]Moved some of the Christmas maps to the normal rotation [*]Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF [*]Moved koth_probed out of the Misc matchmaking category and into KOTH [*]Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff) [*]Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee) [*]Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee) [*]Fixed CTF HUD being visible when no flags are present (Community fix from fellen) [*]Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre) [*]Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel [*]Fixed dropped weapons with custom decals not showing the correct decals [*]Fixed some unusual effects using the wrong orientation for The Head Hedge [*]Fixed Halloween transmutations being completed outside of the Halloween event [*]Fixed incorrect BLU material for the CLTF2 bronze medal [*]Fixed missing Spy audio when using the Taunt: Kazotsky Kick [*]Fixed missing sound for the Taunt: The Skating Scorcher [*]Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas [*]Fixed some clipping issues for the Mad Lad when using lod1 and lod2 [*]Fixed missing polygons for the Stunt Suit when using the Roadworker style [*]Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal [*]Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time [*]Fixed console warning about unknown command 'eureka_teleport' [*]Fixed Vaccinator heal sound continuing to play after Medic's death [*]Fixed a problem with the Tiny Timber not displaying paint after being painted [*]Updated zi_intro.webm media file [*]Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active [*]Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations [*]Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon) [*]Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon) [*]Updated the material for The Law to fix an issue when the hat has been painted [*]Updated the equip_region for the Cleaner's Cap [*]Updated/Added some tournament medals [*]Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues [*]Updated ctf_doublecross[list] [*]Fixed an incorrect team-colored material in the BLU base[/list] [*]Updated cp_brew[list] [*]Fixed truck textures outside of BLU spawn [*]Fixed a few bumps in the road[/list] [*]Updated pd_selbyen[list] [*]Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door [*]Minor detailing changes[/list] [*]Updated pl_hoodoo_final[list] [*]Added func_noclip to BLU spawn in the third stage[/list] [*]Updated pl_corruption[list] [*]Fixed handrail collision near the last point [*]Fixed lamp near BLU spawn [*]Fixed missing string for last point[/list] [*]Updated plr_hacksaw_event[list] [*]Fixed broken areaportals[/list] [*]Updated pl_enclosure_final[list] [*][Stage 1] - Moved A point within the gate building [*][Stage 1] - Added stairs for access to the balcony overlooking the final point area [*][Stage 1] - Added more cover along the initial aviary area [*][Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area [*][Stage 1] - Tweaked the layout of the tunnel section [*][Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building [*][Stage 1] - Reworked RED spawn so it now has two exit doors [*][Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked [*][Stage 2] - Airboats and their dock are now accessible [*][Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead [*][Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit [*][Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit [*][Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within [*][Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building [*][All Stages] - Allowed building inside initial BLU spawns [*][All Stages] - Visual improvements to a lot of places, a few new assets[/list] [*]Updated pl_cashworks[list] [*]Area 1 / Loading Dock[list] [*]BLU Spawn 1:[list] [*]Solved several clipping issues at doors and stairs [*]Mitigated line of sight into spawn room [*]Added alternative exit from spawn room to the right[/list] [*]RED Spawn 1:[list] [*]Reworked to have two exits[/list] [*]Area Changes:[list] [*]Changed terrain around bridge to be easier to maneuver and to prevent getting stuck [*]Changed munition pack at building 01 to large [*]Possible spots beneath bridge for teleporter-traps eliminated [*]Shuffled some big rocks to block off Sniper lanes [*]Cut center building Sniper lane, left alley visually blocked off from dock area [*]Cut center building top Sniper lane, less easy to get a good view [*]Changed out of bounds building left of BLU spawn, added spinning sawblade [*]Opened up a third passage to allow for an additional flanking option for BLU and RED[/list][/list] [*]Area 2 / Serpentines[list] [*]RED Spawn 2:[list] [*]Reworked 2nd RED spawn entirely [*]New spawn has two exits, locks and teleports after B is capped[/list] [*]Area Changes:[list] [*]Balconies blocked off visually and physically [*]Additional visual blocker at the top of the serpentines to allow for a more secure crossing [*]Long tunnel leading through the RED building to a staircase at the foot of the hill [*]Added deadly and moving sawblade for spicy danger, with sparks and fumes [*]Closed off BLU balcony at the end of the hill [*]Changed raised platform to be only accessible from RED side[/list] [*]Reroutes:[list] [*]Deleted BLU gates at flanking route after B is capped [*]Flanking route has an additional exit towards C, leading through BLU building [*]BLU building interiors reworked and expanded [*]Balcony-drop doesn't injure the player any more[/list][/list] [*]Area 3 / Construction Site[list] [*]BLU Spawn 2:[list] [*]New stairway leading to balcony [*]Wider exit from big building after CP3 capture[/list] [*]Area Changes:[list] [*]Widened area at the generators and on the 2nd level [*]Changed the direction of the drop-in to C, leading into the hydroelectric building [*]Widened exit from BLU spawn into Area 3[/list][/list] [*]Area 4 / Vault[list] [*]Area Changes:[list] [*]Added gates opening at the gatehouse after CP3 is captured [*]Alternative passageway through gatehouse while gates are closed pre CP3 [*]Rebuild bridge to be convex, obscuring a long Sniper lane [*]Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks[/list][/list] [*]Global Changes[list] [*]Solved a ton of clipping [*]Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay [*]Adjusted func_doors at spawn to span to every solid [*]Changed clipping on cart, now jumpable [*]Increased fog distance and lowered density [*]Exchanged glass-textures from the green to the clear version [*]Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces[/list] [/list] [/list]