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:



Summer 2024!
  • Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
  • Added the Summer 2024 Cosmetic Case
    • Contains 23 new community-contributed items
  • Added 4 new community-contributed taunts to the Mann Co. Store
    • Taunt: Taunt: Can It!
    • Taunt: Cremator's Condolences
    • Taunt: Straight Shooter Tutor
    • Taunt: Unleashed Rage
  • Added 38 new community-created Unusual effects
    • 18 new effects for Unusual hats
    • 20 new effects for Unusual taunts
  • 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
General
  • 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
    • Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category
  • 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
    • 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

  • 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
    • Fixed an incorrect team-colored material in the BLU base
  • Updated cp_brew
    • Fixed truck textures outside of BLU spawn
    • Fixed a few bumps in the road
  • Updated pd_selbyen
    • Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
    • Minor detailing changes
  • Updated pl_hoodoo_final
    • Added func_noclip to BLU spawn in the third stage
  • Updated pl_corruption
    • Fixed handrail collision near the last point
    • Fixed lamp near BLU spawn
    • Fixed missing string for last point
  • Updated plr_hacksaw_event
    • Fixed broken areaportals
  • Updated pl_enclosure_final
    • [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
  • Updated pl_cashworks
    • Area 1 / Loading Dock
      • BLU Spawn 1:

        • Solved several clipping issues at doors and stairs
        • Mitigated line of sight into spawn room
        • Added alternative exit from spawn room to the right
      • RED Spawn 1:

        • Reworked to have two exits
      • Area Changes:

        • 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
    • Area 2 / Serpentines
      • RED Spawn 2:
        • Reworked 2nd RED spawn entirely
        • New spawn has two exits, locks and teleports after B is capped
      • Area Changes:
        • 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
      • Reroutes:
        • 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
    • Area 3 / Construction Site
      • BLU Spawn 2:
        • New stairway leading to balcony
        • Wider exit from big building after CP3 capture
      • Area Changes:
        • 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
    • Area 4 / Vault
      • Area Changes:
        • 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
    • Global Changes
      • 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