Team Fortress 2 Update Released

      Team Fortress 2 Update Released

      auf >teamfortress.com< wurde geschrieben:

      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
      Quelle: https://www.teamfortress.com/post.php?id=206724