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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"
}