Team Fortress 2 Update from May 22, 2026

Team Fortress 2 Update from May 22, 2026

A fresh update for Team Fortress 2 has been deployed. Restart your game to automatically download and apply these improvements. Key highlights include:

  • Resolved a KeyValues-related crash.
  • Fixed an issue where Mk.II Botkiller eyes failed to glow in dark environments (courtesy of Whurrhurr).
  • Corrected a bug where Halloween spell attribute text appeared grayed out during full moons (courtesy of FrozenDragon).
  • Fixed broken textures on attachments for specific war paints and skins (courtesy of Piogre).
  • Restored missing “Control Point Lost” voice lines (courtesy of robbilookatme).
  • Rectified spacing inconsistencies within item descriptions (courtesy of DiskIntegrity).
  • Addressed various stability issues affecting Spy disguises (courtesy of Sean McGeehan).
  • Fixed a discrepancy between the large and small backpack icons for The Fancy Spellbook.
  • Upgraded VScript to support custom damage calculations for force (courtesy of doclic).
  • Updated the Snow Merc to correctly register as an assister in death notices.
  • Refined the LODs for the “Taunt: Dead Mann’s Drink” prop.
  • Added a “No Bullets” style option for the Die Regime-Panzerung.
  • Introduced and updated several tournament medals.
  • Mann of the Hour Refinements:
    • Restored the missing rim mask.
    • Created new shapekeys for improved face flexibility.
    • Replaced an incorrect normal map.
    • Adjusted the hair mesh to ensure compatibility with the Voodoo-Cursed Scout Soul.
    • Updated the backpack icon to reflect these visual changes.
  • Map Adjustments: koth_demolition
    • Fixed lighting artifacts around the control point piping.
    • Replaced several textures within the radio rooms.
    • Added clipbrushes to the radio rooms to prevent aerial movement issues (thanks Big Wiggy).
    • Modified the crane platform’s “nobuild” zones to permit Engineer construction on concrete surfaces (thanks Uncle Dane).
    • Removed an errant prop protruding through a wall.
    • Fixed a cubemap mismatch on the jump pad texture.
    • Expanded the catwalk located behind the office building.
    • Added clipbrushes to furnace room pipes to facilitate traversal.
  • Map Adjustments: plr_hacksaw and plr_hacksaw_event
    • Removed attic balconies that provided sightlines over the capture zone.
    • Relocated a small item pickup into the attic.
    • Resolved various clipping defects.
  • Map Adjustments: cp_process_final
    • Standardized collision across the map, converting select “player_clip” surfaces to “bullet_block” to prevent splash damage obstruction.
    • Sealed off areas where explosives were disappearing into geometry.
    • Improved collision clarity by adding geometry to better delineate walkable paths.
    • Increased skybox height to align with standard 5CP map specifications.
    • Adjusted pipes at the final point: they are now nonsolid for players (preventing snagging) but retain sticky bomb adhesion.
    • Enclosed ground-level pipes with glass and bullet-blocking geometry for precise collision.
    • Raised door frames throughout the map to allow for smooth jumping.
    • Replaced rocks near the second point ramp with crates.
    • Added angled clipping beneath mid-map awnings to prevent player entrapment.
    • Aligned exterior fences with the map’s bounding boxes.
    • Refined metal textures for improved mirrored symmetry.
    • Added decorative detail behind the initial spawn.
    • Cleaned up terrain displacements to better handle splash damage and hide grass clipping through concrete.
    • Adjusted pipes at the second spire for a more consistent platform.
    • Standardized lighting props to be nonsolid to improve movement flow.
  • Map Adjustments: cp_metalworks
    • Optimized collision by transitioning select “player_clip” surfaces to “bullet_block” for consistent splash damage.
    • Improved collision at the final point by shielding gaps in new bunker and woodpile geometry with “bullet_block.”
    • Fixed shadow-leaking issues on various walls.
    • Redesigned the forward spawns for both teams, moving them into larger hut structures near the second point.
    • Widened doors for the first forward spawn.
    • Converted map-wide door brushes into non-colliding “func_brushes” to prevent splash damage interference.
    • Reworked the mid-map truck ramp as a displacement for better movement and splash damage registration.
    • Adjusted light pole collision to prevent players from snagging while midair.
    • Fixed a terrain displacement that could trap players.
    • Applied miscellaneous visual polish throughout the level.

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