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:
Summer 2024!
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Summer 2024!
- Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
- Added the Summer 2024 Cosmetic Case
- Contains 23 new community-contributed items
- Added 4 new community-contributed taunts to the Mann Co. Store
- Taunt: Taunt: Can It!
- Taunt: Cremator's Condolences
- Taunt: Straight Shooter Tutor
- Taunt: Unleashed Rage
- Taunt: Taunt: Can It!
- Added 38 new community-created Unusual effects
- 18 new effects for Unusual hats
- 20 new effects for Unusual taunts
- 18 new effects for Unusual hats
- All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
- The Summer event runs through September 15th, 2024
- General
- Security and stability improvements
- Fixed Workshop sv_cheats exploit
- Disallow aliasing any existing convars that are not movement commands
- Added language support for Spanish - Latin America
- Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items
- Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category
- Added missing 64-bit Steam binaries for the dedicated server
- Added missing 64-bit versions of HLMV and HLFaceposer
- Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team
- Added missing menu_photos images for cp_powerhouse
- Added missing default string for Player Destruction mode
- Expanded VScript support
- Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
- Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
- BaseEntity: AcceptInput, IsAlive
- EconEntity: GetAttribute
- TFPlayer: GetCustomAttribute, StunPlayer
- TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint
- Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
- Moved some of the Christmas maps to the normal rotation
- Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
- Moved koth_probed out of the Misc matchmaking category and into KOTH
- Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
- Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
- Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
- Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
- Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
- Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
- Fixed dropped weapons with custom decals not showing the correct decals
- Fixed some unusual effects using the wrong orientation for The Head Hedge
- Fixed Halloween transmutations being completed outside of the Halloween event
- Fixed incorrect BLU material for the CLTF2 bronze medal
- Fixed missing Spy audio when using the Taunt: Kazotsky Kick
- Fixed missing sound for the Taunt: The Skating Scorcher
- Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
- Fixed some clipping issues for the Mad Lad when using lod1 and lod2
- Fixed missing polygons for the Stunt Suit when using the Roadworker style
- Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
- Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time
- Fixed console warning about unknown command 'eureka_teleport'
- Fixed Vaccinator heal sound continuing to play after Medic's death
- Fixed a problem with the Tiny Timber not displaying paint after being painted
- Updated zi_intro.webm media file
- Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
- Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
- Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
- Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
- Updated the material for The Law to fix an issue when the hat has been painted
- Updated the equip_region for the Cleaner's Cap
- Updated/Added some tournament medals
- Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues
- Updated ctf_doublecross
- Fixed an incorrect team-colored material in the BLU base
- Updated cp_brew
- Fixed truck textures outside of BLU spawn
- Fixed a few bumps in the road
- Fixed truck textures outside of BLU spawn
- Updated pd_selbyen
- Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
- Minor detailing changes
- Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
- Updated pl_hoodoo_final
- Added func_noclip to BLU spawn in the third stage
- Updated pl_corruption
- Fixed handrail collision near the last point
- Fixed lamp near BLU spawn
- Fixed missing string for last point
- Fixed handrail collision near the last point
- Updated plr_hacksaw_event
- Fixed broken areaportals
- Updated pl_enclosure_final
- [Stage 1] - Moved A point within the gate building
- [Stage 1] - Added stairs for access to the balcony overlooking the final point area
- [Stage 1] - Added more cover along the initial aviary area
- [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
- [Stage 1] - Tweaked the layout of the tunnel section
- [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building
- [Stage 1] - Reworked RED spawn so it now has two exit doors
- [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked
- [Stage 2] - Airboats and their dock are now accessible
- [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead
- [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit
- [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit
- [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within
- [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building
- [All Stages] - Allowed building inside initial BLU spawns
- [All Stages] - Visual improvements to a lot of places, a few new assets
- [Stage 1] - Moved A point within the gate building
- Updated pl_cashworks
- Area 1 / Loading Dock
- BLU Spawn 1:
- Solved several clipping issues at doors and stairs
- Mitigated line of sight into spawn room
- Added alternative exit from spawn room to the right
- Solved several clipping issues at doors and stairs
- RED Spawn 1:
- Reworked to have two exits
- Area Changes:
- Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
- Changed munition pack at building 01 to large
- Possible spots beneath bridge for teleporter-traps eliminated
- Shuffled some big rocks to block off Sniper lanes
- Cut center building Sniper lane, left alley visually blocked off from dock area
- Cut center building top Sniper lane, less easy to get a good view
- Changed out of bounds building left of BLU spawn, added spinning sawblade
- Opened up a third passage to allow for an additional flanking option for BLU and RED
- Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
- BLU Spawn 1:
- Area 2 / Serpentines
- RED Spawn 2:
- Reworked 2nd RED spawn entirely
- New spawn has two exits, locks and teleports after B is capped
- Reworked 2nd RED spawn entirely
- Area Changes:
- Balconies blocked off visually and physically
- Additional visual blocker at the top of the serpentines to allow for a more secure crossing
- Long tunnel leading through the RED building to a staircase at the foot of the hill
- Added deadly and moving sawblade for spicy danger, with sparks and fumes
- Closed off BLU balcony at the end of the hill
- Changed raised platform to be only accessible from RED side
- Balconies blocked off visually and physically
- Reroutes:
- Deleted BLU gates at flanking route after B is capped
- Flanking route has an additional exit towards C, leading through BLU building
- BLU building interiors reworked and expanded
- Balcony-drop doesn't injure the player any more
- Deleted BLU gates at flanking route after B is capped
- RED Spawn 2:
- Area 3 / Construction Site
- BLU Spawn 2:
- New stairway leading to balcony
- Wider exit from big building after CP3 capture
- New stairway leading to balcony
- Area Changes:
- Widened area at the generators and on the 2nd level
- Changed the direction of the drop-in to C, leading into the hydroelectric building
- Widened exit from BLU spawn into Area 3
- Widened area at the generators and on the 2nd level
- BLU Spawn 2:
- Area 4 / Vault
- Area Changes:
- Added gates opening at the gatehouse after CP3 is captured
- Alternative passageway through gatehouse while gates are closed pre CP3
- Rebuild bridge to be convex, obscuring a long Sniper lane
- Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks
- Added gates opening at the gatehouse after CP3 is captured
- Area Changes:
- Global Changes
- Solved a ton of clipping
- Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
- Adjusted func_doors at spawn to span to every solid
- Changed clipping on cart, now jumpable
- Increased fog distance and lowered density
- Exchanged glass-textures from the green to the clear version
- Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces
- Solved a ton of clipping
- Area 1 / Loading Dock
- Security and stability improvements
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