2.0.0-b1
Pre-release
Pre-release
mastercoms
released this
14 Apr 10:00
·
121 commits
to changes-upcoming
since this release
-
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
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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
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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
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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.