Team Fortress 2 Update Released

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L13: Stunning Member
Jun 16, 2010
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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:
  • Added main menu character for the Summer event
  • Fixed pd_watergate capture zone not working properly
  • Fixed geometry collision issue with the Wildflower Meadows Unusual effect
  • Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
  • Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
  • Fixed the Strange Filter prefix for pd_selbyen
  • Fixed broken materials for the second style of the Cranium Cover
  • Updated koth_sharkbay
    • Fixed the flying boat
    • Removed collision from seagulls
    • Updated Map Stamp icons
  • Updated koth_rotunda
    • Aligned various textures
    • Improved clipping slightly
    • Raised gate to flank route for ease of access
    • Aligned some props
  • Updated cp_hardwood_final
    • Fixed a crash affecting a small number of players
    • Minor clipping adjustments throughout the map
    • Minor lighting issues fixed throughout the map
    • Adjusted areaportalwindow fade brush textures
    • Adjusted collisions for some props
  • Updated cp_steel
    • More blockbullet /clipbrush swaps where needed
    • Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
    • Fixed more small unnecessary prop collision/clip removals
    • Fixed blatant texture misalignment
    • Addressed perch spot outside Red spawn on wood beam
    • Closed some accidental holes in geometry
    • Additional fixes to a sticky/shooting exploit through and under Red's E platform area
    • Increased pit damage to kill some certain class loadouts in a single trigger
    • Moved Blu spawns forward a little to previous distance
    • Extended projectile blocker brush along the top side of the Blu spawn building's roof
    • Fixed Sniper sightline into Red's first spawn points from E
  • Updated koth_rotunda
    • Aligned various textures and fixed cubemap issue
    • Improved clipping
    • Improved lighting and reduced visual noise on some textures
    • Raised gate to flank route for ease of access
    • Aligned some props
    • Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
    • Added missing collision to some props
    • Sealed the map more
  • Updated cp_sulfur
    • Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
    • Fixed a case where Blu could contest their own win
    • Fixed a case where you could build a teleporter under a platform and become trapped
    • Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
    • Altered Red spawn positons to spread them out when defending main point
    • Lowered Red's initial time to defend slightly
    • Convinced the boiling water to properly scald people that are submerged below the surface
    • Gravity density in the potplants has been correctly calibrated
    • Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
    • B can no longer be capped from the outside of the building
    • Area under Point A can no longer be accessed
    • Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
  • Updated pd_selbyen
    • Fixed exploit that would let you build in spawn
    • Seal will now select a random skin every time it teleports to the break room (3 possible skins)
    • Adjusted oob seal animation timings
    • Fixed seal swimming animation
    • Added missing resupply cabinet on the Blu side
    • Added some missing clipping that would let players build in undesirable places
    • Fixed some floating windows
    • Fixed some props clipping through stuff
    • Fixed some displacements clipping through stuff
    • Fixed some displacement seams
    • Fixed some visible nodraws
    • Fixed some z-fighting
    • Various detailing additions
  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • TF_Bots now function in Versus Saxton Hale
    • Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
    • Fixed players dropping Player Destruction pickups
    • Fixed Hale sometimes holding Necro Smasher or Sandvich
    • Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
    • By community request, added Pyro VSH lines, performed by James McGuinn
    • Updated VSH voice lines for Spy
    • "Behind you" and "Above you" now play exclusively for the player the line is addressed to
    • Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
    • Mad Milk recharge rate returned to stock value
    • Demoman's Swords now deal less knockback than other melee weapons
    • Demoman's Shields will now break when absorbing a Hale punch
    • Fixed a bug relating to sending a class-restricted duel to Hale during Setup
  • Updated vsh_skirmish (additional changes)
    • Fixed an exploit that allowed players to build out of bounds
    • Added decals to ammo pack locations throughout the map
  • Updated vsh_distillery (additional change)
    • Fixed crash when using mat_phong 0

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