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mcoms edited this page Apr 24, 2023 · 7 revisions
  • Performance optimizations:
    • SSE2 is now enabled throughout the engine. This enables optimizations throughout the engine, but requires a CPU from at least 2003!
    • Character and object animation has been greatly optimized, increasing FPS during large team fights
    • Improved the performance of particle sprite rendering
    • Fixed an issue that caused some particles to do more collision calculations than required
    • Fixed an issue with some particle effects and other attachments causing extra animation updates on characters
    • Fixed unnecessary animation work being done on local game sessions
    • Reduced the performance impact of querying item data during gameplay, particularly for viewmodels and the HUD player model
    • fps_max now efficiently and accurately limits the FPS on all systems
    • Reduced GPU latency using DXD9Ex
    • Reduced the possibility of stutters when encountering new models during gameplay
    • Optimized various aspects of player and weapon rendering
    • Fixed an issue where collision was queried inefficiently during local player movement
    • Fixed the FPS being reduced when moving the mouse on Windows, especially with high poll rate mice
    • Optimized the inspect target HUD
    • Some low quality DX8 level effects are now applied for low end DX9 machines
    • Slightly optimized occlusion
    • Now launches with above normal priority by default on Windows to fix issues when running different intensive processes at the same time
    • Fixed a L4D only feature causing server overhead
    • Fixed ragdolls not fading out properly according to settings
    • Re-enabled cheap water LOD
  • Load time optimizations:
    • Game startup has been improved
    • Map load time has been improved
  • HUD fixes:
    • Fixed the loading screen tip suddenly changing during map loads
    • Fixed various HUD exploits related to showing/hiding elements (should also improve performance)
    • Optimized how the HUD handles data updates
    • Optimized the rendering of text and fonts
    • Optimized the rendering of HUD elements in general and their animations
  • Bug 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
    • 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
  • Gameplay fixes:
    • Deploy time bonuses are now considered when applying the switch from bonus, commonly encountered with the Degreaser
    • Fixed the MvM bomb carrier announcer voice line playing when compression blasting a TFBot with the intel off of its path
    • Fixed class limits not being enforced during a respawn wave
    • Slows now apply consistently in all movement directions
    • Fixed the Baby Face's Blaster speed boost being removed while affected by a slow
    • Fixed the pre-round freeze not being applied properly on the first round of a matchmaking game
    • Fixed FPS over 1000 causing simulation issues in a local server
    • 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 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
  • Networking fixes:
    • Increased the default rate from 80000 to 131072
    • Set the default update rate and usercmd rate to be equal and aligned to the game tick
    • Reduced maximum lag compensation from 1 second to 0.5 seconds
    • Reduced maximum cl_interp value from 0.5 seconds to 0.2 seconds
    • Fixed an alignment issue with interpolation and networking rate
    • 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 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
  • 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)