A lot of people wondered what is the meaning of Team Fortress 2 shifting out of Beta – Well apparently one major difference is that updates don’t come once every two days, but once every two weeks. Today’s update brought us:
- Some crash fixes
- An improved death cam
- Improvements to player avoidance code – the one that make me slip off the top part of Dustbowl point one
- Improvement of the code that decides who to move in auto balance – Was usually me
- Fixed “Very High” texture detail not being saved
- Fixed the am-I-cloaking-or-decloaking-whats-going-on thing when Spy runs out of cloak
- Fixed the random Spy backstab even when enemy is facing away (the swing and pray method)
- And lots more
Here’s the full list:
- Improved compatibility for direct sound
- Deathcam screenshots now move the player id panel to the lower right,
and hide other hud elements until the freezecam fades - Improved autobalance calculation code when determining who to switch
- Improved networking compatibility for some routers
- Fixed a crash during level init related to model loading
- Fixed issues on Dustbowl and Hydro that could occur when a server
emptied in the middle of a round - Fixed a bug in the clientside player avoidance code, and smoothed it a
little more - Further crash fixes related to paged pool memory usage
- Fixed scoreboard team scores label getting cut off
- Engineer buildings now explode when the Engineer dies during sudden
death - Fixed a spy backstab exploit where you could stab a player who was not
facing away from you - Fixed flailing at the low end of the cloak meter when the player gets
uncloaked automatically - Fixed texture detail level setting “Very high” not being preserved
- Improved various error messages, and added links to steampowered
support pages - Fixed scoring problem where destroying a buildable added a phantom
point, not attributed to any scoring bucket but still included in total
score - Fixed honeypot server problems
- Fixed a rare crash caused by a medigun losing its owner
- Fixed an exploit that allowed disconnected medics to continue
ubercharging their target until they timed out - TeamMenu now disables the spectate button if mp_allowspectators is
zero - Added a missing “cannot_be_spectator” localization string
- Re-added class count numbers above class buttons for non-zero classes,
in addition to the class images - Removed prefixes (tc_, ctf_, etc.) from map names in various places
where they’re printed - Fixed some edge cases where grenades could go through player or
buildings - Fixed rocket/grenade explosions being able to impart damage through
thin ceilings - The Engineer’s “build X” commands will now behave properly when bound
directly to keys

