Via the Steam store and HLDS:
Valve- Added 'No Bullets' styles for the Tsar Platinum, Siberian Sweater, Heavy Metal, and Bigger Mann on Campus
- Updated the Tsar Platinum to fix some clipping issues when using the 'No Bullets' style
- Updated/Added some tournament medals
- Updated pl_citadel
- Further adjustments to payload collision
- Adjusted cover near first checkpoint gate
- Made drawbridge less prone to crushing players while opening
- Fixed some projectiles colliding with the bounding box of func_brush entities
- Fixed an exploit that allowed buildings to be placed under terrain
- Fixed an exploit that allowed BLU players to enter RED spawn
- Improved navmesh (community fix from Koi)
- Visual fixes and adjustments
- Clipping adjustments
- Updated cp_gravelpit_snowy
- Enabled radial fog
- Repositioned weather particles
- Adjusted holiday events
- Fixed displacement seams
- Fixed footstep sounds on clipping brushes
- Updated pl_aquarius
- Fixed underwater speed boost conflicting with several item effects
- Fixed some cases where players could get stuck in payload lifts
- Fixed case where Megalodon could eat the payload without final being capped (Thanks Chaos!)
- Adjusted layout of catwalk area over A to improve flow and navigation
- Full ammo on B reduced to medium
- Slightly raised rubber catwalk over C lift
- Blocked dead end cubby near point C
- D shortcut platform given short barrier and easier pipe jump
Rumor has it:
- There are scattered to widespread reports of crashes to desktop, particularly after being killed
- A very lightweight second update nips it in the bud (see below)
- Size is close to 70 MB
Via [url=https://store.steampowered.com/news/250718/]the Steam store[/url] and [url=https://list.valvesoftware.com/]HLDS[/url]:
[quote=Valve]- Added 'No Bullets' styles for the Tsar Platinum, Siberian Sweater, Heavy Metal, and Bigger Mann on Campus
- Updated the Tsar Platinum to fix some clipping issues when using the 'No Bullets' style
- Updated/Added some tournament medals
- Updated pl_citadel
- Further adjustments to payload collision
- Adjusted cover near first checkpoint gate
- Made drawbridge less prone to crushing players while opening
- Fixed some projectiles colliding with the bounding box of func_brush entities
- Fixed an exploit that allowed buildings to be placed under terrain
- Fixed an exploit that allowed BLU players to enter RED spawn
- Improved navmesh (community fix from Koi)
- Visual fixes and adjustments
- Clipping adjustments
- Updated cp_gravelpit_snowy
- Enabled radial fog
- Repositioned weather particles
- Adjusted holiday events
- Fixed displacement seams
- Fixed footstep sounds on clipping brushes
- Updated pl_aquarius
- Fixed underwater speed boost conflicting with several item effects
- Fixed some cases where players could get stuck in payload lifts
- Fixed case where Megalodon could eat the payload without final being capped (Thanks Chaos!)
- Adjusted layout of catwalk area over A to improve flow and navigation
- Full ammo on B reduced to medium
- Slightly raised rubber catwalk over C lift
- Blocked dead end cubby near point C
- D shortcut platform given short barrier and easier pipe jump[/quote]
Rumor has it:
- [b]There are scattered to widespread reports of crashes to desktop, particularly after being killed[/b]
- A very lightweight second update nips it in the bud (see below)
- Size is close to 70 MB
TF2 update #2 for 8/14/25:
Via the Steam store:
Valve- Fixed a physics crash whenever a ragdoll is spawned
Rumor has it:
- Size is close to 1 MB
TF2 update #2 for 8/14/25:
Via [url=https://store.steampowered.com/news/250729/]the Steam store[/url]:
[quote=Valve]- Fixed a physics crash whenever a ragdoll is spawned[/quote]
Rumor has it:
- Size is close to 1 MB
Genuinely impressive they managed to fix it so fast.
Genuinely impressive they managed to fix it so fast.
springrollsGenuinely impressive they managed to fix it so fast.
I'm more surprised that it wasn't even caught before it went out the door. You'd think that would be a basic part of even a rudimentary testing framework for base gameplay mechanics would catch something like that.
[quote=springrolls]Genuinely impressive they managed to fix it so fast.[/quote]
I'm more surprised that it wasn't even caught before it went out the door. You'd think that would be a basic part of even a rudimentary testing framework for base gameplay mechanics would catch something like that.