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Changelog
mcoms edited this page Apr 24, 2023
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- 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
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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
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Demo fixes:
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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
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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
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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
tf_skip_equip_action_hint
for disabling equip action item hints (like the Power Up Canteen)
- Added a cvar