An update for Team Fortress 2 has been released. It will install automatically the next time you restart the game. Key changes include:
- Added a “No Bullets” style option for the Commissar’s Coat.
- Restored a missing text string for Cowerhouse contracts.
- Added and refreshed several tournament medals.
- Tweaked the Mad Drip to resolve LOD issues affecting a few styles.
- Fixed a placement bug in the Candle Flame Unusual effect that misaligned the flame’s direction point.
- Restored the missing flex animation for the surgical hood mesh on the Viscera Visor.
- Corrected scarf clipping on the Cigarillo Caballero when worn with the poncho.
- Updated El Gigante’s Gunbelt:
- Fixed minor clipping.
- Repaired a gap at the back that appeared with an additional bullet.
- Scaled the belt buckle up slightly.
- Updated the Poncho del Pesado:
- Fixed the “No Bullets” style so bullets are properly hidden.
- Addressed minor clipping on both styles.
- Updated the Buzz Kill:
- Corrected hair normals and improved texture work.
- Updated the backpack icon.
- Updated the Torn Terror and the Ripped Runts:
- Fixed AO issues and enhanced textures.
- Refined meshes to eliminate clipping.
- Updated arena_afterlife:
- Fixed several issues that could cause rounds to last indefinitely or restart repeatedly.
- Added two new Devil voicelines during the preround.
- Prevented players from accessing the clocktower area in Hell.
- Fixed overlapping Devil voicelines.
- Stopped players from canceling taunts or levitating by attempting to change class mid-round.
- Fixed a bug that allowed players to fall into lava in Hell and survive.
- Rounds now play as best-of-3 minirounds instead of best-of-5.
- Removed crumpkins.
- Updated cp_cowerhouse:
- Reworked the BLU last control point gantry so ragdolls no longer fall through, Engineers can place buildings correctly, and players properly fall after the gantry opens in the post-round finale.
- Prevented ragdolls from falling through the RED last control point pit.
- Moved the soul gargoyle spawn (previously underwater) to sit above water on debris near the MID control point.
- Adjusted the boards on the upper waterfall-side RED barricade in MID to better match the height of the BLU counterpart.
- Applied minor performance optimizations across the map: combined several prop_dynamics into prop_static, disabled bone followers on static robots and gibs, merged some func_nobuilds, and converted other prop_dynamics to prop_static.
- Adjusted a playerclip in the BLU spawn near the rear exit door.
- Refined the playerclip around the BLU battlement painting (the RED village on fire) to prevent players from getting stuck on the wall edge.
- Added a changelog note: shooting each wooden cow stand‑in in the RED stable (near MID) will cause them to return as ghost cows.
