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.
