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:
      • Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
      • Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
      • Updated the Celestial Summit Unusual effect to reduce the particle count
      • Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
      • Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
      • Updated the Carry-Van
        • Fixed the rigging on the straps to avoid clipping when running
        • Fixed misplaced ambient occlusion on the material
        • Fixed rim mask being black in places it wasn't supposed to
        • Fixed a hole in-between the window and top of the van
        • Fixed LODs to represent above changes
      • Updated the Dead Man's Party Unusual taunt effect
        • Added fades to hand sprites
        • Improved effect composition on fast-moving taunts
        • Fixed some particle sorting issues
      • Updated cp_lavapit_final
        • Fixed a skybox exploit in the underworld
      • Updated pl_spineyard
        • Fixed an exploit that allowed players to get outside of the map
        • Fixed missing cubemaps
      • Updated pl_corruption
        • Replaced some of the materials and models
        • Adjusted collisions near some wooden beams by point A
        • Adjusted prop fades
        • Fixed some minor texture issues
        • Fixed teleport trigger in one of the spawn rooms being too late to activate
        • Minor adjustments to improve your sanity
      • Updated cp_degrootkeep_rats
        • Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
        • Fixed a hidden perch in the balcony overlooking C
      • Updated arena_perks
        • Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
        • Fixed missing barricades in the voting area
        • Fixed certain items having missing textures on the map
        • Removed crumpkins (with help from LizardOfOz)
        • Fixed stalemates causing extra rounds where no perks would appear
        • Added a new HUD, with an alive player counter
      • Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
        • If a game is in progress and there are no players on BLU team or RED team the game will now end
        • Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
        • Fixed a bug that caused Zombies to not see combat text correctly
        • Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
        • Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
        • Fixed an issue with missing particle effects for Medic's Heal ability
        • Adjusted the number of Zombies selected at round start for low player counts
        • Corrected unintended changes in the last update
          • Changed the damage dealt by Zombie Soldier's Stomp
            • In the previous update, Soldier would instantly kill his stomp target. This was not intended.
            • The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
          • Changed the Sentry Gun to deal 40% damage to Zombies
            • In the previous update, this was 35%. This was not intended.
          • Added a sound effect to Pyro's explosion of flames on death
          • Removed some debug print statements
        • Reworked Demoman's Blast Charge to fix several exploits and bugs
          • These changes should also make Blast Charge more reliable and less frustrating to use
        • Blast Charge is now triggered based on the player's velocity
          • When player's speed drops below a threshold while charging, they explode
          • Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
        • Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
        • Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
        • Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
        • Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
        • Fixed many bugs that caused Blast Charge to fail to detonate
        • Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
      • Updated zi_atoll (additional changes)
        • Fixed the missing texture on the turbine building's roof
        • Added areaportals and occluders in and around buildings
        • Added extra nodraw brushes under the level and buildings to improve vis calculations
        • Added prop fades on bushes and rocks
        • Adjusted push triggers on trees
        • Minor clipping adjustments
        • Changed func_brush on roofs to func_movelinear so that corpses don't fall through
        • Added soul gargoyle spawns
        • Added a santa hat that spawns on the anchor when smissmas holiday is enabled
        • Fixed cubemap reflection issues
        • Fixed the seam between the 3D skybox and the playable level
        • Aar fed the spinning cat
      • Updated zi_devastation_final1 (additional changes)
        • Replaced sewer exit to the 2nd floor with a ladder
        • Changed sewer exits to no longer require crouching/prop jumps
        • Fixed missing respawn trigger in the sewers
        • Adjusted spawn positions of Zombies and Survivors
        • Fire now ignites players
        • Adjusted lighting in sewers to be slightly brighter
        • Reduced round timer to 3 minutes
        • Lit up 2nd floor car corner
      Quelle: https://www.teamfortress.com/post.php?id=211041