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 with Unusual Revolvers where the unusual effect would sometimes not disappear when the Spy would feign death, disguise, cloak, etc. Fixed font rendering issues for Mac clients Fixed a case where map textures would fail to load properly in compressed maps (thanks to Egan and Geit for the report and test case) Fixed a case where Campaign Coins weren't displaying the correct stats based on the number of submitted contracts Everyone affected by this bug has received the maximum contract points (including bonus points) for the missing contracts Security/crash fixes (thanks to Nathaniel Theis for these reports) Fixed a crash caused by sending malformed network data to clients and servers Fixed an exploit that could be used to bypass sv_cheats Fixed the Spy-cicle causing a fire-immune bubble to be displayed when the Spy is cloaked Fixed skinned weapons not rendering properly for customers on older shader model 2.0 hardware Fixed speed particles on the Spy not disappearing when cloaking Added ETF2L 6v6 Season 21 tournament medals Added numerical health value to the enemy health display in the freezecam Reloading a weapon can no longer be triggered with '+reload' while the weapon is firing Updated several materials to fix issues caused by mat_picmip Updated the localization files Updated maps Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush Fixed incorrect cube maps on Powerhouse Updated maps have been compressed to save space Updated Hammer tools Fixed bspzip requiring a -game parameter while simultaneously not allowing it Fixed bspzip -addfiles improperly handling newlines in some cases Fixed bspzip ignoring excess arguments with no warning Fixed bspzip help text for -extractfiles not indicating that a target directory is required Source: TF2.com
Except not, because HUD modding could give you that number since the beginning of time. I'm still waiting for health numbers in my building HUDs so I don't have to stare at my dispenser to figure out if it can eat another rocket. (It doesn't even provide hooks for such modding.)
Wasn't there a rule like: "Never rename your map file after compile!"? Well. I wonder what was going on there: Source: file diff from this update
If valve edit their maps, they recompile it for sure. Also this note seems to be incorrect since why the hell would valve rename badwater to goldrush? ^^
That "updated materials" bit, I wonder if that's talking about how some textures were set to have their default mipmap set so high that even with texture quality all the way up, you couldn't see them in their default resolution. Ages ago, people used to be able to manually fix this using "mat_picmip -10" or something, but then they clamped the minimum to 0 because there was some unresolvable issue on Macs. I always thought it was stupid as hell to have higher-quality textures than the game actually supported, with or without a console override. EDIT: Nope, just saw the diff log, and it's all Gun Mettle UI stuff. Anyway, you know what would be a good idea? If from now on, whenever they have to update a map, they sent a repacked copy instead, to save space. I'm not suggesting they do them all at once because that would be a pretty big update.
Don't hold your breath. The best that'll happen is TF2 is ported to Source 2 then we get to use Source 2's hammer. Buuuut we all know that wont happen.