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Post 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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