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