Releases: mastercomfig/tf2-patches
Releases · mastercomfig/tf2-patches
2.0.0
-
TC2 changes:
- Now shipping tools like Hammer, vbsp, vvis, vrad, bspzip, hlmv, studiomdl, particle editor, vpk. Please test.
- Fixed a few crashes, including setting
r_rootlod
-
Gameplay fixes:
- Fixed fractional damage to buildings being rounded down instead of up like to players
- Fixed the Fists of Steel providing boosted Ubercharge rate due to its reduced overheal amount
- Fixed directional bias in fixed weapon spread for the Force of Nature
- Fixed The Phlogistinator's MMPH! taunt being cancellable
- Fixed the Buffalo Steak Sandvich speed boost decreasing speed in some situations
- Fixed the Ullapool Caber and Pain Train unable to Mini-Crit with a Tide Turner charge
- Fixed the Ullapool Caber explosion damage being inconsistent
- Fixed the Quick Fix not being able to block captures
- Fixed the Enforcer not piercing Battalion's Backup crit immunity and "piercing" the Pain Train's bullet vulnerability
- Fixed Detonator and Scorch Shot explosions not allowing for blast jumps while under the effects of a Quick Fix Ubercharge
- Fixed the Jag having lower than intended damage against enemy buildings (non-Sappers)
- Fixed the Winger applying jump height bonus before being fully deployed
- Fixed the Escape Plan, Gloves of Running Urgently, Eviction Notice, and Overdose applying their movement speed bonuses before being fully deployed
- Fixed the Eureka Effect teleport working before being fully deployed
- Fixed the Atomizer fully deployed check being inaccurate
- Fixed losing a switch from bonus when swapping between weapons
- Fixed being able to bypass a holster speed penalty by swapping to an intermediate weapon
- Fixed Medi-guns being charged during server pauses
- Fixed Gunslinger guaranteed critical hit not being lag compensated
- Fixed
tf_parachute_maxspeed_onfire_z
being non-functional - Fixed the Sniper Dot being inaccurate to the Sniper's aim direction
- Fixed the Engineer's Sentry rockets/bullets and Pyro's reflected projectiles not contributing to the Buildings Destroyed strange part
- Fixed the Engineer's Sentry rockets/bullets and Pyro's reflected projectiles not contributing to the Domination related strange parts
- Fixed uncontrolled Sentry Guns not contributing to various strange trackers for the Wrench
- Enabled lag compensation on teammates
- Fixed throwables having the incorrect model if switched away during a throw
- Fixed Sandman and Wrap Assassin improperly calculating critical hits
-
Reflect fixes:
- Fixed reflects not counting towards killstreaks properly
- Fixed reflected Sandman balls not dealing damage
- Fixed reflected Wrap Assassin balls not dealing damage/bleed properly
- Fixed Scout playing hit/miss voice lines for reflected balls
- Fixed some projectile lifetimes being tied to the original player, rather than the reflector
- Fixed reflects on Stickbombs not being handled properly in some cases
- Fixed reflected Detonator projectiles being able to be detonated multiple times during the airblast
- Fixed reflected Rescue Ranger bolts not healing friendly buildings
- Fixed reflected Scorch Shot and Detonator projectiles not exhibiting the correct properties associated with their flare type
- Fixed some projectiles not using the correct team color when reflected
- Fixed reflected Air Strike projectiles not showing the correct visual effects
- Fixed reflected Sentry rockets causing a Flamethrower sound loop
- Fixed reflected projectiles not dealing the correct damage in various cases
- Fixed reflected projectiles not having the correct radius and other attributes in various cases
- Fixed reflected projectiles not contributing to the Building Destroyed strange part
- Fixed reflected Huntsman arrows having incorrect push force
- Fixed reflected projectiles not using Halloween spell cosmetics correctly
- Fixed enemy Snipers receiving the ally extinguished charge bonus from reflected Jarate
- Fixed the kill icons for reflected ball, cleaver, flares, flare afterburn, arrow headshot, burning arrow, and burning arrow headshot
- Fixed reflected Loose Cannon balls not being able to Double Donk
-
New features:
- Added a cvar
tf_taunt_first_person_always
to force taunts to be from a first-person perspective - Added
tf_viewmodels_offset_override
within a restricted range of -2 to 2.5 for X and -2 to 2 for Y and Z - Added
tf_dingaling_lasthit_repeat_delay
to restrict frequency of last hit sounds - Added a cvar
tf_pipebomb_disable_random_launch
for disabling randomness in Demoman's projectile fire - Added a cvar
tf_skip_equip_action_hint
for disabling equip action item hints (like the Power Up Canteen) - Added
tf_debug_ballistics
to preview projectile physics paths
- Added a cvar
-
Bug fixes:
- Fixed Steam ID being invalid while connecting in some situations
- Fixed crit prediction system being exploitable
- Fixed some cvars only being able to be set in dxsupport.cfg
- Fixed
r_decals 0
not blocking dynamic decal spawns - Fixed some non-existant cvars still available in some systems
- Fixed crashes on some maps with large lightmaps when using
r_hunkalloclightmap 1
(default) - Fixed a few networking setting exploits
- Fixed cvarlist not printing out decimal values
- Fixed duplicate sounds overlapping too much and cancelling other sounds
- Fixed a crash on some community maps with large lightmaps
- Various stability fixes
-
Networking fixes:
- Fixed interpolation and packet rates being misaligned
- Fixed prediction being out of date with server data by 1 tick
- Fixed various networking exploits
-
Demo fixes:
ds_enable 4
added to only record strictly competitive (matchmaking and community) matches- Fixed
ds_min_streak 1
not logging every kill in Demo Support - Added
demo_readinitialcommands 0
to skip applying user-specific point of view settings in demos
-
MvM fixes:
- Added new MvM response rules and sounds
- Fixed the explosive headshot not dealing bullet damage
- Fixed revives between waves counting towards a penalty
- Fixed the upgrade panel closing during irrelevant game coordinator updates
- Fixed Spy bots not using their revolver
- Soldier and Demoman bots will now inflict explosive self damage if it will not take a significant chunk of their health
- Fixed credits being lost in the bot spawn area
- Fixed the Tank not crediting critical hit bonus from damage
- Fixed the Tank not taking double damage from a player with Strength power up
- Fixed not being able to tickle common MvM bots
- Fixed bots being able to estimate charged Stickybomb trajectory
-
Performance improvements:
- Optimized the inspect target HUD
- Some low quality effects applied in DX8 are now also applied with
mat_reducefillrate
- Low quality DX80 particles will now be used with
mat_reduceparticles 1
- Slightly optimized occlusion
- TF2 now launches with above normal priority by default on Windows
- Fixed a L4D only feature causing server overhead
- Fixed high polling rate mice causing large FPS drops
- Fixed ragdolls not fading out properly according to settings
- Re-enabled cheap water LOD
-
Reverted the following TC2 changes:
- Threaded sound. Will be re-implemented with queued sound from CS:GO.
- Mouse centering optimizations. Was causing too many regressions, might be revisited.
- Timescale optimizations. Was causing too many regressions with legacy support and a variety of interactions in different systems.
2.0.0-b2
Changes from b1:
- Experimental networking fixes to fix incorrect local player data
- Enabled lag compensation on teammates
- Added
tf_debug_ballistics
to preview projectile paths - Fixed throwables having incorrect model if switched away during a throw
- Fixed flare reflect kill icon in some cases (afterburn, Detonator kill)
2.0.0-b1
-
Gameplay fixes:
- Fixed fractional damage to buildings being rounded down instead of up like to players
- Fixed the Fists of Steel providing boosted Ubercharge rate due to its reduced overheal amount
- Fixed directional bias in fixed weapon spread for the Force of Nature
- Fixed The Phlogistinator's MMPH! taunt being cancellable
- Fixed the Buffalo Steak Sandvich speed boost decreasing speed in some situations
- Fixed the Ullapool Caber and Pain Train unable to Mini-Crit with a Tide Turner charge
- Fixed the Ullapool Caber explosion damage being inconsistent
- Fixed the Quick Fix not being able to block captures
- Fixed the Enforcer not piercing Battalion's Backup crit immunity and "piercing" the Pain Train's bullet vulnerability
- Fixed Detonator and Scorch Shot explosions not allowing for blast jumps while under the effects of a Quick Fix ubercharge
- Fixed the Jag having lower than intended damage against enemy buildings (non-Sappers)
- Fixed the Winger applying jump height bonus before being fully deployed
- Fixed the Escape Plan, Gloves of Running Urgently, Eviction Notice and Overdose applying their movement speed bonuses before being fully deployed
- Fixed the Eureka Effect teleport working before being fully deployed
- Fixed the Atomizer fully deployed check being inaccurate
- Fixed losing a switch from bonus when swapping between weapons
- Fixed being able to bypass a holster speed penalty by swapping to an intermediate weapon
- Fixed MvM money getting stuck in the spawn area sometimes
- Fixed Medi-guns being charged during server pauses
- Fixed Gunslinger guaranteed critical hit not being lag compensated
- Fixed
tf_parachute_maxspeed_onfire_z
being non-functional - Fixed the Sniper Dot being inaccurate to the Sniper's aim direction
- Fixed Sentry rockets/bullets and reflected projectiles not contributing to the Buildings Destroyed strange part
- Fixed Sentry rockets/bullets and reflected projectiles not contributing to the Domination related strange parts
- Fixed uncontrolled Sentry Guns not contributing to various strange trackers for the Wrench
-
Reflect fixes:
- Fixed reflects not counting towards killstreaks properly
- Fixed reflected Sandman balls not dealing damage
- Fixed reflected Wrap Assassin balls not dealing damage/bleed properly
- Fixed Scout playing hit/miss voice lines for reflected balls
- Fixed some projectile lifetimes being tied to the original player, rather than the reflector
- Fixed reflects on Stickbombs not being handled properly in some cases
- Fixed reflected Detonator projectiles being able to be detonated multiple times during the airblast
- Fixed reflected Rescue Ranger bolts not healing friendly buildings
- Fixed reflected Scorch Shot and Detonator projectiles not exhibiting the correct properties associated with their flare type
- Fixed some projectiles not using the correct team color when reflected
- Fixed reflected Air Strike projectiles not showing the correct visual effects
- Fixed reflected Sentry rockets causing a Flamethrower sound loop
- Fixed reflected projectiles not dealing the correct damage in various cases
- Fixed reflected projectiles not having the correct radius and other attributes in various cases
- Fixed reflected projectiles not contributing to the Building Destroyed strange part
- Fixed reflected Huntsman arrows having incorrect push force
- Fixed reflected projectiles not using Halloween spell cosmetics correctly
- Fixed enemy Snipers receiving the ally extinguished charge bonus from reflected Jarate
- Fixed the kill icons for reflected ball, cleaver, flares, arrow headshot, burning arrow and burning arrow headshot
-
New features:
- Added a cvar
tf_taunt_first_person_always
to force taunts to be from a first-person perspective - Added
tf_viewmodels_offset_override
within a restricted range of -2 to 2.5 for X and -2 to 2 for Y and Z - Added
tf_dingaling_lasthit_repeat_delay
to restrict frequency of last hit sounds - Added a cvar
tf_pipebomb_disable_random_launch
for disabling randomness in Demoman's projectile fire
- Added a cvar
-
Bug fixes:
- Fixed Steam ID being invalid while connecting in some situations
- Fixed some cvars only being able to be set in dxsupport.cfg
- Fixed
r_decals 0
not blocking dynamic decal spawns - Fixed some non-existant cvars still available in some systems
- Fixed crashes on some maps with large lightmaps when using
r_hunkalloclightmap 1
(default) - Fixed a few networking setting exploits
- Fixed cvarlist not printing out decimal values
- Fixed duplicate sounds overlapping too much and cancelling other sounds
- Fixed a crash on some community maps with large lightmaps
- Various stability fixes
-
Networking fixes:
- Fixed interpolation and packet rates being misaligned
- Fixed prediction being out of date with server data by 1 tick
- Fixed various networking exploits
-
Demo fixes:
ds_enable 4
added to only record strictly competitive (matchmaking and community) matches- Fixed
ds_min_streak 1
not logging every kill in Demo Support - Added
demo_readinitialcommands 0
to skip applying user-specific point of view settings in demos
-
MvM fixes:
- Added new MvM response rules and sounds
- Fixed the explosive headshot not dealing bullet damage
- Fixed revives between waves counting towards a penalty
- Fixed the upgrade panel closing during irrelevant game coordinator updates
-
Community requests:
- Added
tf_movement_maxspeed
convar
- Added
-
Performance improvements:
- Optimized the inspect target HUD
- Some low quality effects applied in DX8 are now also applied with
mat_reducefillrate
- Low quality DX80 particles will now be used with
mat_reduceparticles 1
- Slightly optimized occlusion
- TF2 now launches with above normal priority by default on Windows
- Fixed a L4D only feature causing server overhead
- Fixed high polling rate mice causing large FPS drops
- Fixed ragdolls not fading out properly according to settings
- Re-enabled cheap water LOD
-
Reverted the following TC2 changes:
- Threaded sound. Will be re-implemented with queued sound from CS:GO.
- Mouse centering optimizations. Was causing too many regressions, might be revisited.
- Timescale optimizations. Was causing too many regressions with legacy support and a variety of interactions in different systems.
2.0.2
2.0.1
- Hotfix for a potential server crash with sentry rockets, this regresses some things for Pyro reflects for now on Sentry rockets. Will be fixed later.
- Fixed Winger deploy time check not applying for initial jump
- Fixed a regression in jarate models
1.6.0
- Load time improvements:
- Fixed the game attempting to load non-existant textures
- Fixed a reload HUD scheme on startup when using minmode
- Performance improvements:
- Fixed the mouse cursor leaving the window on multi-monitor displays on Windows
- Fixed FPS being reduced when moving the mouse on Windows
- Massively improved the performance of the player model panel
- Textures now stream in more quickly
- Optimized particle rendering
- Fixed a massive reduction in FPS when viewing from inside a particle
- Minor math optimizations
- Reduced various minor frame overhead
- Gameplay fixes:
- Fixed various platform-specific inaccuracies in numeric values, for example the small ammo pack giving 40 metal on Linux and 41 metal on Windows
1.5.1
- Optimized map rendering
- Fixed math optimizations not applying to some systems
- Re-adjusted some networking limits
1.5.0
- Load time improvements:
- Greatly increased map load performance
- Improved startup performance
- Performance improvements:
- Greatly improved animation performance
- Improved performance of static prop rendering
- HUD performance improvements:
- Fixed performance issues with HUD re-rendering when no data changed
- Fixed performance issues with economy items
- Fixed some HUD updates running when the gamemode wasn't relevant
- Improved performance of Label panels
- Bug fixes:
- Scaled back networking updates to reduce load and bugs (33 update rate, 100ms interp)
- Fixed FPS over 1000 causing simulation issues in a local server without cheats enabled
- Fixed various HUD exploits related to showing/hiding panels (should also improve performance)
- Fixed possible arm jitter issues in player models (regression in TC2)
- Reduced max lag compensation time to 0.5 seconds
- Gameplay fixes:
- Fixed slow fix not affecting demoknight charges properly
- Fixed sniper rifle reload speed upgrade not applying when auto rezoom was disabled
1.4.1
- Got rid of various causes to re-evaluating animation multiple times per frame
- Optimized how players render and handle their cloak effect
- Optimized how scenes are submitted to the GPU
- Fixed pre-round slow not applying after a weapon switch during the first round
1.4.0
- Sound fixes:
- Reduced sound tick time from 15ms to 5ms for improved sampling and responsiveness
- Startup optimizations:
- Particle parsing now happens in the background while other parts of the game are loading
- Server optimizations:
- Optimized various encoding when at high server load
- sv_minrate now set by default to the default rate
- Math optimizations:
- Closely crafted optimization of assembly
- HUD optimizations:
- Optimized item queries in the HUD