Team Fortress 2 Update Released
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:<br/>
<ul>
<li>Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
<li>Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
<li>Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
<li>Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
<li>Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
<li>Fixed a crash that can occur when changing from VSH to another map
<li>Fixed a crash that can occur related to MP3s on VSH maps
<li>Fixed a crash that can occur when using changing model detail setting or using r_flushlod
<li>Fixed a crash when going between two sv_pure servers with maps packing custom content
<li>Fixed changing model detail setting or using r_flushlod not always taking effect
<li>Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
<li>Fixed custom particle overrides not being reloaded on servers without sv_pure
<li>Fixed game mode descriptions for some of the summer map stamps
<li>Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
<li>Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
<li>Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
<li>Updated/Added some tournament medals
<li>Updated cp_altitude<ul>
<li>Increased size of C capture area
<li>Reduced initial round timer from 6 to 5 minutes
<li>Increased max round timer length from 6 to 8 minutes
<li>Increased Blu respawn wave time on A from 3 to 4
<li>Increased Red respawn wave time on C from 8 to 9
<li>Reduced Blu respawn wave time on C from 3 to 2
<li>Various visual fixes and adjustments</ul>
<li>Updated koth_cascade<ul>
<li>Various player and projectile collision fixes
<li>Various visual fixes and adjustments
<li>Adjusted resupply locker positions</ul>
<li>Updated cp_steel<ul>
<li>Fixed missing glass from bullet blocked windows
<li>Removed some more ceiling light collisions
<li>Improved clipping around B -> C building
<li>Small safety improvement to Blu flank balcony to B
<li>Some extra block bullets around B floor</ul>
<li>Updated pl_phoenix<ul>
<li>Increased Red respawn wave time on D from 8 to 9
<li>Fixed projectile collision bug around the payload elevator track
<li>Fixed a case where the payload cart could get stuck at the base of the elevator
<li>Various clipping fixes
<li>Various visual fixes</ul>
<li>Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish<ul>
<li>The script no longer forces mp_winlimit and mp_maxrounds to 0
<li>Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
<li>Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
<li>The Diamondback now gains 2 guaranteed crits upon backstab
<li>Hale's attacks now pierce through damage absorption of the Wrangler shield
<li>Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
<li>Fixed bugs related to Your Eternal Reward's on-backstab disguise
<li>Fixed Festive Eyelander not gaining heads on-hit
<li>(Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
<li>(Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
<li>Fixed Hale disappearing when the game tries (and fails) to gib him
<li>Both sides dying simultaneously now counts as Stalemate</ul>
<li>Updated vsh_skirmish (additional changes)<ul>
<li>Added a live feed to the office
<li>Improved clipping in multiple areas</ul>
</ul>