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Team Fortress 2 Update Released


Brick Tamland
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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:

  • Competitive Mode
    • Players in the first tier of ranks (1-6) now lose substantially fewer rank points on match loss

    • Players with high win/loss ratios in recent matches now earn bonus rank points in order to accelerate their progress toward a more appropriate rank
  • Added report player context menu on scoreboard
    • Requires mouse input mode on the scoreboard (see Adv. Options)
  • Fixed a potential security issue (thanks to Justin G., aka sigsegv, and Linus S., aka PistonMiner, for this report)

  • Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities

  • Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)

  • Removed the damage effects and pain sounds when using the Rocket Jumper and Sticky Jumper

  • Updated PASS Time view model positions to support using FOV 70

  • Updated the animations for the Sharp Dresser to fix a clipping problem

  • Updated the localization files

  • Updated cp_sunshine to fix some clipping issues

  • Updated cp_metalworks
    • Adjusted the height of the ceiling in the room behind the second control point

    • Added some slight visual detail to various concrete rooms throughout (team color stripe)

    • Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.

    • Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon)

    • Adjusted height of 'tank' in L room behind 2nd control point

    • Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert)

    • Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert)

    • Clipped off some glass windows at 2nd

    • Added crate to cargo containers at mid, allowing scouts to get onto the highest cargo container

    • Added props to the clipping ramp around the final control point to indicate collision

    • Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert)

 

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