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] [*]Updated the Brain Cane to fix problems with the texture and phong value [*]Updated The Battle Music[list] [*]Added missing Hat style [*]Fixed the models due to clipping on Heavy's ears and misalignment on Engineer [*]Improved and strengthen the Noise Cancellation [*]Updated the materials to fix it not being shiny [*]Updated the backpack icon to reflect the materials change[/list] [*]Updated cp_gravelpit_snowy[list] [*]Fixed potential incompatibility with external VScript files (thanks Le Codex!) [*]Re-implemented cubemap reflections in ice cave [*]Fixed perch spots[/list] [*]Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock[list] [*]Restored Hale's resistance to knockback back to 75% [*]Reduced bonus flame damage against Hale from 50% to 25% [*]Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy) [*]Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy) [*]Removed area-of-effect of Hale's normal punches (thanks Wendy) [*]Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable [*]Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky) [*]Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky) [*]Fixed Hale being able to stomp while underwater (thanks Bradasparky) [*]Fixed Sweeping Charge not working against underwater opponents [*]Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky) [*]Fixed Hale's faulty ground detection (thanks Bradasparky) [*]Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72) [*]Fixed the voice lines refusing to play sometimes[/list] [*]Updated pl_patagonia[list] [*]Stage 1[list] [*]Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) [*]Fixed sometimes hearing outside soundscapes inside blue spawn [*]Fixed being able to build in a very high rooftop after point A [*]Fixed being able to build in blue spawn [*]Cart elevator is no longer the glitchiest thing in the universe [*]Fixed cart not rolling back after completing the elevator descent sequence [*]Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).[/list] [*]Stage 2[list] [*]Removed rollback from the train container ramp in last point (Thanks b4nny) [*]Gave blue more high ground for last point [*]Added an additional dropdown for blue for last point [*]Fixed being able to be teleported into red spawn as blue after capping point A [*]Removed long hill rollback before point C [*]Fixed bots getting stuck on the closed train doors after cap B [*]Fixed being able to leave stickies inside blue last spawn [*]Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you. [*]Fixed a pop-in issue relating to areaportals below point B [*]Fixed being able to enter the last blue spawn as red [*]Birdie (Thanks Explocivo808)[/list] [*]Stage 3[list] [*]Added a fenced section for the long wood cover wall in last point (Thanks b4nny) [*]Mirrored the window sniper spot in last point choke [*]Fixed being able to build behind a displacement rock wall in last point [*]Removed troll teleport spot in last point ending ramp[/list] [*]All Stages[list] [*]Slightly lowered sun brightness and slightly raised skylight brightness [*]Improved skybox transitions [*]The cart no longer tries to defy the law of physics [*]Ninjaneers have more freedom to be ninjas [*]The bots have learned how to play the map [*]Gave the cart another coronaciĆ³n de gloria[/list][/list] [/list]