Team Fortress 2 Update Released
August 16, 2016 - TF2 Team
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)