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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