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:
- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
 
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
 
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
 
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
 
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
 
- Fixed a crash that can occur when changing from VSH to another map
 
- Fixed a crash that can occur related to MP3s on VSH maps
 
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
 
- Fixed a crash when going between two sv_pure servers with maps packing custom content
 
- Fixed changing model detail setting or using r_flushlod not always taking effect
 
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
 
- Fixed custom particle overrides not being reloaded on servers without sv_pure
 
- Fixed game mode descriptions for some of the summer map stamps
 
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
 
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
 
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
 
- Updated/Added some tournament medals
 
- Updated cp_altitude- Increased size of C capture area
 
- Reduced initial round timer from 6 to 5 minutes
 
- Increased max round timer length from 6 to 8 minutes
 
- Increased Blu respawn wave time on A from 3 to 4
 
- Increased Red respawn wave time on C from 8 to 9
 
- Reduced Blu respawn wave time on C from 3 to 2
 
- Various visual fixes and adjustments
 
- Updated koth_cascade- Various player and projectile collision fixes
 
- Various visual fixes and adjustments
 
- Adjusted resupply locker positions
 
- Updated cp_steel- Fixed missing glass from bullet blocked windows
 
- Removed some more ceiling light collisions
 
- Improved clipping around B -> C building
 
- Small safety improvement to Blu flank balcony to B
 
- Some extra block bullets around B floor
 
- Updated pl_phoenix- Increased Red respawn wave time on D from 8 to 9
 
- Fixed projectile collision bug around the payload elevator track
 
- Fixed a case where the payload cart could get stuck at the base of the elevator
 
- Various clipping fixes  
 
- Various visual fixes
 
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish- The script no longer forces mp_winlimit and mp_maxrounds to 0
 
- Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
 
- Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
 
- The Diamondback now gains 2 guaranteed crits upon backstab
 
- Hale's attacks now pierce through damage absorption of the Wrangler shield
 
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
 
- Fixed bugs related to Your Eternal Reward's on-backstab disguise
 
- Fixed Festive Eyelander not gaining heads on-hit
 
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
 
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
 
- Fixed Hale disappearing when the game tries (and fails) to gib him
 
- Both sides dying simultaneously now counts as Stalemate
 
- Updated vsh_skirmish (additional changes)- Added a live feed to the office
 
- Improved clipping in multiple areas
 
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