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  "path": "/post.php?id=265126",
  "publishedAt": "2026-03-06T18:03:00.000Z",
  "site": "https://www.teamfortress.com",
  "textContent": "An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:\n\n\n  * Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes\n  * Fixed a bug where certain custom maps would not load assets correctly on Linux\n  * Fixed some crashes relating to singleplayer TF2 SDK mods\n  * Fixed a memory leak on long running servers related to dynamic models\n  * Fixed client crash related to invalid D3D texture flag\n  * Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)\n  * Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)\n  * Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)\n  * Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)\n  * Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)\n  * Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)\n  * Fixed network state changes for player condition vars (community fix from ficool2)\n  * Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)\n  * Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)\n  * Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)\n  * Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)\n  * Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)\n  * Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)\n  * Fixed cloak and rage meters being mispredicted (community fix from ficool2)\n  * Fixed prediction issues with Spy watches and cloak (community fix from ficool2)\n  * Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)\n  * Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)\n  * Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)\n  * Fixed Botkiller team color bugs (community fix from DiskIntegrity)\n  * Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume\n  * Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode\n  * Updated the Festivizer model for The Overdose to fix a problem with the LODs\n  * Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin\n  * Updated/Added some tournament medals\n  * Updated The Bare Necessities to fix not moving correctly while taunting\n  * Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses\n  * Updated alpha channel for Hydro water texture to remove inconsistencies\n  * Updated the Case of the Blues\n    * Updated rigging to fix intense stretching during taunt poses\n    * Updated materials to look less flat\n  * Updated the taunt prop for Taunt: Heartbreaker\n    * Updated the materials to add ambient occlusion\n    * Updated the phong and rim lighting to show albedo tint\n    * Updated the materials to add more depth\n    * Updated the model to fix missing faces\n    * Updated the model to fix stretching on lower LODs\n  * Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)\n  * Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1\n  * Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)\n  * Updated koth_demolition\n    * Updated map lighting to make it more like a sunset, as well as giving it a more golden color\n    * Replaced the models used for the capture point lights with a different one which has better collision and illumination\n    * Reworked the capture point platform to give it a stronger design\n    * Reworked all the catwalks to give them a more stylized look\n    * Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look\n    * Reverted a previous change to the capture point team change steam whistle\n    * Removed all ambient_generics near the furnaces and fire pipe\n    * Reworked the soundscapes to make them more efficient and work properly\n    * Reworked the control room of the crane to give it a better design\n    * Reworked some ropes from the crane to give them a better look\n    * Fixed some props fading out incorrectly\n    * Fixed ships in the 3d skybox casting shadows\n    * Fixed cubemaps missing on parts of the map\n    * Fixed reflective surfaces not having a cubemap attached to them\n    * Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)\n    * Improved water cubemaps\n    * Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)\n    * Improved the visuals on the spawn platform to fit the previous change\n    * Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)\n",
  "title": "Team Fortress 2 Update Released"
}