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TF2 update for 12/6/22 (12/7/22 UTC)
1
#1
Patch Notes
0 Frags +

Via HLDS and the Steam Community:

Valve- Updated the Festive Rack to fix missing paintable attribute
- Updated Musical Maelstrom, Verdant Virtuoso, and Silver Serenade effects to fix max particle count
- Updated pl_rumford_event to fix missing materials/models
- Updated cp_frostwatch (received via the workshop)
- Fixed being able to build on one of the roofs in stage 2
- Fixed a door going through the floor in stage 3

- Updated cp_gravelpit_snowy via the workshop
- Improved clipping
- Fixed various perch spots
- Decreased fog intensity
- Removed unused particle system entities
- Fixed a few floating trees
- Adjusted vertical positions of snowman bombs
- Adjusted lighting on metal sheets in blue spawn
- Fireplaces will now light arrows
- Added more func_dustmotes
- Fixed some visible z-fighting
- Minor detailing additions and adjustments

- VScript support changes
- Fixed lag compensation when friendly fire is enabled
- Added better support for meshing player upgrades
- Added GrantOrRemoveAllUpgrades method
- Exposed currency UI when upgrades are enabled
- Exposed upgrade history on the player when playing without a population manager

Rumor has it:

- Avoid playing on a server running Windows Server: a bug with the Spy's Sapper will cause a server crash when a building is sapped
- You can check what platform a server is running on with the "status" command in console
- Valve's servers run on Linux and are unaffected by this issue

- Size is ~80 MB

Via [url=https://list.valvesoftware.com/]HLDS[/url] and [url=https://steamcommunity.com/games/TF2/announcements/detail/3622613286455113145]the Steam Community[/url]:

[quote=Valve]- Updated the Festive Rack to fix missing paintable attribute
- Updated Musical Maelstrom, Verdant Virtuoso, and Silver Serenade effects to fix max particle count
- Updated pl_rumford_event to fix missing materials/models
- Updated cp_frostwatch (received via the workshop)
- Fixed being able to build on one of the roofs in stage 2
- Fixed a door going through the floor in stage 3

- Updated cp_gravelpit_snowy via the workshop
- Improved clipping
- Fixed various perch spots
- Decreased fog intensity
- Removed unused particle system entities
- Fixed a few floating trees
- Adjusted vertical positions of snowman bombs
- Adjusted lighting on metal sheets in blue spawn
- Fireplaces will now light arrows
- Added more func_dustmotes
- Fixed some visible z-fighting
- Minor detailing additions and adjustments

- VScript support changes
- Fixed lag compensation when friendly fire is enabled
- Added better support for meshing player upgrades
- Added GrantOrRemoveAllUpgrades method
- Exposed currency UI when upgrades are enabled
- Exposed upgrade history on the player when playing without a population manager[/quote]

Rumor has it:

- [b]Avoid playing on a server running Windows Server:[/b] a bug with the Spy's Sapper will cause a server crash when a building is sapped
- You can check what platform a server is running on with the "status" command in console
- Valve's servers run on Linux and are unaffected by this issue

- Size is ~80 MB
2
#2
-1 Frags +

- Fixed a few floating trees! Exceptional

- Fixed a few floating trees! Exceptional
3
#3
-1 Frags +

Logs get fucked almost every season man

Logs get fucked almost every season man
4
#4
Fireside Casts
0 Frags +

check servers everyone pls!

check servers everyone pls!
5
#5
-1 Frags +
wickedplayer494- Fixed some visible z-fighting

wth does this mean

[quote=wickedplayer494]- Fixed some visible z-fighting[/quote]
wth does this mean
6
#6
11 Frags +
-snowwickedplayer494- Fixed some visible z-fightingwth does this mean

Its basically when this happens:

https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ficculus.org%2Fneverball%2Fmapping%2Fzfighting.png&f=1&nofb=1&ipt=1a371c1d8196a7bece769c34cb837222563665d5bed32a8a1468edf8f10c050b&ipo=images

I think its that both textures want to be renderized on the same z-axis and the game fights itself trying to choose which to render

[quote=-snow][quote=wickedplayer494]- Fixed some visible z-fighting[/quote]
wth does this mean[/quote]
Its basically when this happens:

[img]https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ficculus.org%2Fneverball%2Fmapping%2Fzfighting.png&f=1&nofb=1&ipt=1a371c1d8196a7bece769c34cb837222563665d5bed32a8a1468edf8f10c050b&ipo=images[/img]

I think its that both textures want to be renderized on the same z-axis and the game fights itself trying to choose which to render
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