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 some random client crashes related to memory exhaustion for Mac clients
- Significantly reduced memory usage on Mac and Linux clients
- Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
- Added the ability to restore festivized weapons via the context menu
- Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
- Fixed the Australium Minigun and Australium Scattergun materials
- Fixed objective names in deathnotice HUD using white text when the local player was involved
- Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
- Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone's Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
- Updated The Frenchman's Formals so it can also be equipped by the Scout and added a new paint style
- Updated the backpack image for the Taunt: Soldier's Requiem
- Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
- Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
- Updated the server log entry for kick votes to include the ID of the vote initiator
- Updated cp_vanguard to fix an exploit related to spawn room doors
- Updated pl_snowycoast
- Fixed several unintended perches
- Fixed being able to damage through the setup gates
- Added some fences & cover inside BLU's first spawn to reduce spam angles
- Added an extra resupply in BLU's first spawn and RED's last spawn
- Moved medium health kit at 1st point back towards BLU's side of choke
- Changed collision on large railings to allow projectiles
- Added some cover to the sentry platform inside last
- Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
- Quonset hut sniper deck raised
- Spawn locations in RED's first moved further from the door
- Added windows to main entrance of RED's first spawn
- Adjusted the narrow fence near RED spawn
- Prevented building teleporters at the edge of spawn doors
- Fixed an exploit related to BLU's 2nd forward spawn's entrances
- Added some logic to prevent players getting stuck when RED's first spawn closes
- Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
- Replaced dump truck in kennels with crates
- Door near RED's first spawn now opens as the cart approaches 2nd instead of after capture
- Switched main exit and window on RED's last spawn
- Adjusted placement of health and ammo near RED's last spawn
- Fixed various floating props
- Fixed some texture alignment issues in the tunnels
- Fixed spot on last ramp that would keep the cart from rolling back
- Fixed some smoothing/geometry problems on crates at last
- Reduced size of kill zone on falling crates during finale
- Added map menu photos
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