| steam_news |
06.03.2026 23:15 |
Team Fortress 2 Update Released
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: - Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes
- 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 (community fix from Brandon Little)
- Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)
- Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)
- Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)
- Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)
- Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)
- Fixed network state changes for player condition vars (community fix from ficool2)
- Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)
- Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)
- Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)
- Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)
- Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)
- Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)
- Fixed cloak and rage meters being mispredicted (community fix from ficool2)
- Fixed prediction issues with Spy watches and cloak (community fix from ficool2)
- Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)
- Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)
- Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)
- Fixed Botkiller team color bugs (community fix from DiskIntegrity)
- Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume
- Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode
- Updated the Festivizer model for The Overdose to fix a problem with the LODs
- Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin
- Updated/Added some tournament medals
- Updated The Bare Necessities to fix not moving correctly while taunting
- Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses
- Updated alpha channel for Hydro water texture to remove inconsistencies
- Updated the Case of the Blues
- Updated rigging to fix intense stretching during taunt poses
- Updated materials to look less flat
- Updated the taunt prop for Taunt: Heartbreaker
- Updated the materials to add ambient occlusion
- Updated the phong and rim lighting to show albedo tint
- Updated the materials to add more depth
- Updated the model to fix missing faces
- Updated the model to fix stretching on lower LODs
- Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
- Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1
- Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
- Updated koth_demolition
- Updated map lighting to make it more like a sunset, as well as giving it a more golden color
- Replaced the models used for the capture point lights with a different one which has better collision and illumination
- Reworked the capture point platform to give it a stronger design
- Reworked all the catwalks to give them a more stylized look
- Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look
- Reverted a previous change to the capture point team change steam whistle
- Removed all ambient_generics near the furnaces and fire pipe
- Reworked the soundscapes to make them more efficient and work properly
- Reworked the control room of the crane to give it a better design
- Reworked some ropes from the crane to give them a better look
- Fixed some props fading out incorrectly
- Fixed ships in the 3d skybox casting shadows
- Fixed cubemaps missing on parts of the map
- Fixed reflective surfaces not having a cubemap attached to them
- Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)
- Improved water cubemaps
- 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)
- Improved the visuals on the spawn platform to fit the previous change
- Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)
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