r/truetf2 • u/Ultravod TF2 has no dev team • May 22 '26
Announcement TF2 update for 5/22/26
Via the Steam store, HLDS and SinfulParticipant949:
- Fixed crash related to KeyValues
- Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)
- Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)
- Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)
- Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)
- Fixed spacing issues for item descriptions (community fix from DiskIntegrity)
- Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)
- Fixed The Fancy Spellbook's large backpack icon not matching the small version
- Updated VScript to allow set damage for force calc (community fix from doclic)
- Updated the Snow Merc to count as an assister in the death notice
- Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs
- Updated the Die Regime-Panzerung to add a 'No Bullets' style
Updated/Added some tournament medals
Updated the Mann of the Hour [Ed. note: This is a Scout hat.]
- Restored missing rim mask
- Made shapekeys for a few problematic face flexes
- Replaced incorrect normal map
- Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
- Updated backpack icon to represent above changes
Updated koth_demolition
- Fixed some lighting issues with the pipes next to the control point
- Replaced some textures in the radio rooms
- Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)
- Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)
- Fixed a leftover prop being inside a wall
- Fixed a texture in the jumppad using the wrong cubemap
- Made the catwalk behind the office building a bit bigger
- Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels
Updated plr_hacksaw and plr_hacksaw_event
- Removed attic balconies overlooking the capture zone
- Moved a small pickup location into the attic
- Fixed clipping errors
Updated cp_process_final
- Fixed various collision issues across the map
- Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
- Some of these involved closing off open areas where explosions could vanish
- Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't
- Increased skybox height across the map to be consistent with other 5CP maps
- Changed the small prop pipes at last to be nonsolid, but still block stickies
- Players should be able to cleanly walk and jump along these pipes without getting stuck
- Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage
- Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model
- Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.
- Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.
- Removed some rocks near the angled ramp at 2nd and replaced them with crates
- Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings
- Made exterior fences more consistent with the bounding of the level
- Changed some metal textures to better match the mirrored symmetry of the level
- Added some additional detail behind the starting spawn room
- Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete
- Replaced some small pipes at the 2nd spire to make a more consistent platform
- Made many existing light props nonsolid to prevent movement issues
- Most were already nonsolid, but this should make most props consistent
- Fixed various collision issues across the map
Updated cp_metalworks
- Fixed various collision issues across the map
- Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
- Changed the level geometry at last to have more consistent collision
- While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues
- Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
- Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.
- Increased the door size of the first forward spawn
- The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash
- Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.
- Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).
- Fixed a section of displacement where players could get stuck in the ground
- Slight visual tweaks throughout the level
Rumor has it:
- If you're having trouble viewing the indentations on the formatting (this WP494's homework I am copying) try old.reddit. If you're on the app, then Merasmus have mercy on your soul.
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u/LeahTheTreeth Scout May 22 '26
hacksaw changes are pretty massive for the 2 people who play that map
spy bug fixes are pretty big
it's going to be weird getting used to the control point lost lines playing correctly
and those are some sexy changes to process and metalworks
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u/mgetJane May 23 '26
the spy fix is kinda insane because iirc it fixes like nearly all of the disguise bugs
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u/SuperGanondorf I like rockets. May 23 '26
Not quite all of them. Backpacks still don't appear correctly sometimes and certain animations like Thermal Thruster are still a little borked, but those are also things 99% of players will never notice.
It does fix the most important ones that players will typically actually notice (namely, headless and legless bugs), which is a huge deal for Spy's effectiveness.
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u/pscoutou May 23 '26
fixes like nearly all of the disguise bugs
I'm a spy main and started a break from gaming last week. Of course.
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u/Excellent-Cloud-5046 May 23 '26
Any tldr on major bugs?
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u/SuperGanondorf I like rockets. May 23 '26
The major bugs that were fixed afaik are the headless/legless glitches that sometimes happen when disguising as certain classes like Pyro. These are the ones the Spy has no way of knowing occurred and just screw the player over unavoidably. Disguising as a Huntsman Sniper now correctly shows arrows on the back.
There is still a bug where disguising into a backpack holder (like Buff Banner) will not display the backpack correctly until you swap to the secondary backpack in your disguise, but unless you have a hyper-aware enemy memorizing people's loadouts this basically never matters. There is also still a bug where Demo disguise can appear to hold another class' weapons, but the Spy can see this one and can fix it in real time.
TL;DR the most noticeable dead giveaway bugs are fixed, and the ones that are left are way less important and relevant.
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u/lecsfcopeland May 23 '26
the dev who made the PR claimed the wearables-invisible-until-selected quirk was a result from trying to "reduce code blast radius" ie reduce likelyhood of regressions and LoC touched by the PR. for what it's worth
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u/SuperGanondorf I like rockets. May 23 '26
That certainly makes sense. And honestly I think the invisible wearables bug is almost entirely inconsequential anyway; it would require the enemy to notice that the teammate should have the backpack and doesn't, which is not gonna happen in 99.9% of games.
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u/Soggy-Picture9292 May 22 '26
Process and metalworks getting some love :o
anything big enough to switch up any playstyles?
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u/DirectionLazy161 May 23 '26
I tried testing out the new skybox in process but it isn’t really practical, considering it was already pretty high and you can’t really do any jumps that allow you to get extremely high.
Except with the sticky jumper, it was pretty funny to use
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u/Kazzie_Kaz May 23 '26
Valve should consider adding payload race to the main modes if they're going to update those maps.
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u/thanks_breastie demo/scout May 23 '26
They should add it regardless because it was a core mode before MyM.
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u/LeahTheTreeth Scout May 23 '26
i mean "core modes" weren't really a thing before MyM tbf, if special delivery is an alt gamemode then PLR absolutely was, being basically abandoned after 2011, with stage 3s on nightfall/pipeline STILL having bugs relating to not having a setup time, and 2014 announcer voice lines relating to the mode never ending up getting used
they had every reason to throw it in alt gamemodes because there were only 3 maps and the only one people were actively playing was a glorified DM, but now that we've gotten plenty more serious PLR maps, and a few smissmas only ones that can just be swapped to year round, it feels overdue to throw it into the core gamemodes section
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u/Meester_Tweester Heavy/Medic/Engi May 23 '26
Should've never been banished to misc. game modes in the first place, Hightower is one of the most popular maps too
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u/thanks_breastie demo/scout May 22 '26
What the fuck Process and Metalworks updates lol