Team Fortress 2 Update Released
- Added missing Steam Controller inputs for loadout menus
- Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together
- Improved targetid selection to replicate Medi Gun heal target selection
- Fixed a bug where certain custom maps would not load assets correctly on Linux
- Fixed some crashes relating to singleplayer TF2 SDK mods
- Fixed a memory leak on long running servers related to dynamic models
- Fixed client crash related to invalid D3D texture flag
- Fixed hearing teleporter spin sound when carried
- Fixed objects sometimes using the incorrect activity when being placed
- Fixed 3D HUD using the incorrect animations while holding the PASS Time ball
- Fixed network state changes for player condition vars
- Fixed sentry rockets not sending the object_deflected game event when deflected
- Fixed Stat Clocks not drawing correctly in UI using playermodelpanel
- Fixed flipped initial pitch/yaw on thirdperson switch
- Fixed Short Circuit projectile offset ignoring cl_flipviewmodels
- Fixed Dragon's Fury fireballs having incorrect projectile path
- Fixed mismatched cl_flipviewmodels values between client and server
- Fixed cloak and rage meters being mispredicted
- Fixed prediction issues with Spy watches and cloak
- Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes
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:
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Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes
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Fixed a bug where certain custom maps would not load assets correctly on Linux
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Fixed some crashes relating to singleplayer TF2 SDK mods
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Fixed a memory leak on long running servers related to dynamic models
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Fixed client crash related to invalid D3D texture flag
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Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)
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Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)
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Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)
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Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)
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Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)
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Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)
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Fixed network state changes for player condition vars (community fix from ficool2)
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Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)
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Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)
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Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)
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Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)
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Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)
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Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)
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Fixed cloak and rage meters being mispredicted (community fix from ficool2)
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Fixed prediction issues with Spy watches and cloak (community fix from ficool2)
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Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)
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Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)
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Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)
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Fixed Botkiller team color bugs (community fix from DiskIntegrity)
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Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume
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Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode
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Updated the Festivizer model for The Overdose to fix a problem with the LODs
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Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin
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Updated/Added some tournament medals
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Updated The Bare Necessities to fix not moving correctly while taunting
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Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses
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Updated alpha channel for Hydro water texture to remove inconsistencies
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Updated the Case of the Blues
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Updated rigging to fix intense stretching during taunt poses
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Updated materials to look less flat
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Updated the taunt prop for Taunt: Heartbreaker
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Updated the materials to add ambient occlusion
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Updated the phong and rim lighting to show albedo tint
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Updated the materials to add more depth
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Updated the model to fix missing faces
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Updated the model to fix stretching on lower LODs
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Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
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Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1
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Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
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Updated koth_demolition
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Updated map lighting to make it more like a sunset, as well as giving it a more golden color
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Replaced the models used for the capture point lights with a different one which has better collision and illumination
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Reworked the capture point platform to give it a stronger design
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Reworked all the catwalks to give them a more stylized look
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Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look
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Reverted a previous change to the capture point team change steam whistle
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Removed all ambient_generics near the furnaces and fire pipe
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Reworked the soundscapes to make them more efficient and work properly
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Reworked the control room of the crane to give it a better design
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Reworked some ropes from the crane to give them a better look
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Fixed some props fading out incorrectly
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Fixed ships in the 3d skybox casting shadows
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Fixed cubemaps missing on parts of the map
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Fixed reflective surfaces not having a cubemap attached to them
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Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)
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Improved water cubemaps
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Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)
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Improved the visuals on the spawn platform to fit the previous change
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Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)