Difference between revisions of "June 23, 2009 Patch"
BezaoBuilder (talk | contribs) (Removed link for "flag" since a "flag" in mapmaking does not mean the flag in CTF.) |
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===Mapmaker requests=== | ===Mapmaker requests=== | ||
− | * Added spawn | + | * Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players |
* Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically | * Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically | ||
* Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy | * Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy |
Latest revision as of 12:16, 28 August 2020
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Source: Team Fortress 2 Update Released
Contents
Patch notes
Engine
- Added support for the Novint Falcon
Team Fortress 2
- Added an option to the advanced multiplayer menu to select left or right handed view models
- Custom death animations now only play 25% of the time
- Removed refract from water ripples caused by bullet impacts for performance reasons
- Added log entries for player extinguished events using the Medi Gun, Jarate, Flamethrower and Dispenser
- Started tracking localization settings to help make decisions regarding localization in the future
- Changed the description of the "Triple Prey" achievement so it better describes how to get it
- Critical arrows now have a trail and correctly deal enhanced damage
- The Huntsman now defaults to be right handed
- Friendly arrows will no longer trigger the near miss sound on you
- The Cloak and Dagger now always regenerates at its intended rate. Previously it only regenerated at the correct rate when the Spy was cloaked
- Increased the Cloak and Dagger regeneration rate slightly
- Capped the rate of energy loss from moving faster than run speed (falling / air toss) while cloaked with the Cloak and Dagger
- The Dead Ringer's cloak consume rate has been slightly reduced, giving about an extra second of cloak time on a full meter
- Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter instead of 100%. This drain only happens if the meter is at least 60% full
- The Dead Ringer's cloak meter can now be regenerated from ammo sources
- The Ambassador now only crits when fully accurate and no longer penetrates enemies
- The Spy can no longer change weapons from the knife while shocked by the Razorback
- Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised spies
Mapmaker requests
- Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to players
- Added SetSolid input to func_respawnroomvisualizer to change solidity to players dynamically
- Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
Undocumented Changes
- The Ambassador no longer fires through buildings.
- Being attacked while taunting with the Dead Ringer out no longer triggers a Spy's cloak, but instead keeps the damage reduction for the remaining duration of the taunt.
- Removed the speed penalty from the Razorback.
- A Pyro's air blast will now extinguish burning disguised enemy Spies.
- Fixed a bug where a spectator's wearable items could be seen floating around the player they were spectating
- Fixed a bug where a fake Spy hand would appear on the screen of other players
- Fixed teleporters not being build-able in some places where they should be (such as within the pit at the end of Badwater Basin)
- Fixed rare client crash on connection and level change
- Fixed the blank progress bar in the upper-left of the screen when the client scheme is reloaded
- Fixed a bad detection case in the "Friendship is Golden" achievement
- Fixed several sources of floating arrows
- Fixed disguised Spies occasionally looking like they have invulnerability, instead of the correct fake Spy mask
- Disguised spies will no longer lose their disguise weapon when they interact with a weapon locker
- Fixed a bug where the Spy's watch would randomly change models during play
- Fixed uncloaked Spies flickering in and out of the cloak effect when taking damage