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 check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
      • Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
      • Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
      • Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
      • Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
      • Fixed a crash that can occur when changing from VSH to another map
      • Fixed a crash that can occur related to MP3s on VSH maps
      • Fixed a crash that can occur when using changing model detail setting or using r_flushlod
      • Fixed a crash when going between two sv_pure servers with maps packing custom content
      • Fixed changing model detail setting or using r_flushlod not always taking effect
      • Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
      • Fixed custom particle overrides not being reloaded on servers without sv_pure
      • Fixed game mode descriptions for some of the summer map stamps
      • Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
      • Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
      • Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
      • Updated/Added some tournament medals
      • Updated cp_altitude
        • Increased size of C capture area
        • Reduced initial round timer from 6 to 5 minutes
        • Increased max round timer length from 6 to 8 minutes
        • Increased Blu respawn wave time on A from 3 to 4
        • Increased Red respawn wave time on C from 8 to 9
        • Reduced Blu respawn wave time on C from 3 to 2
        • Various visual fixes and adjustments
      • Updated koth_cascade
        • Various player and projectile collision fixes
        • Various visual fixes and adjustments
        • Adjusted resupply locker positions
      • Updated cp_steel
        • Fixed missing glass from bullet blocked windows
        • Removed some more ceiling light collisions
        • Improved clipping around B -> C building
        • Small safety improvement to Blu flank balcony to B
        • Some extra block bullets around B floor
      • Updated pl_phoenix
        • Increased Red respawn wave time on D from 8 to 9
        • Fixed projectile collision bug around the payload elevator track
        • Fixed a case where the payload cart could get stuck at the base of the elevator
        • Various clipping fixes
        • Various visual fixes
      • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
        • The script no longer forces mp_winlimit and mp_maxrounds to 0
        • Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
        • Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
        • The Diamondback now gains 2 guaranteed crits upon backstab
        • Hale's attacks now pierce through damage absorption of the Wrangler shield
        • Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
        • Fixed bugs related to Your Eternal Reward's on-backstab disguise
        • Fixed Festive Eyelander not gaining heads on-hit
        • (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
        • (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
        • Fixed Hale disappearing when the game tries (and fails) to gib him
        • Both sides dying simultaneously now counts as Stalemate
      • Updated vsh_skirmish (additional changes)
        • Added a live feed to the office
        • Improved clipping in multiple areas
      Quelle: https://www.teamfortress.com/post.php?id=206934