Team Fortress 2 Update Released
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:
- Updated koth_sawmill_event
- Fixed missing model and material
- Updated pd_farmageddon
- Fixed instances where players can get stuck when leaving the cap zone (Thanks Lo-fi)
- Added custom announcer lines for gargoyle spawn
- Fixed instances where players can get stuck when leaving the cap zone (Thanks Lo-fi)
- Updated zi_atoll
- Significantly reduced strength of trigger_push in water
- Adjusted trigger_push entities on trees
- Improved clipping/collision on wood plank structures
- Adjusted distribution of health and ammo pickups to make structures easier for Red to hold
- Reduced file size of map
- Significantly reduced strength of trigger_push in water
Team Fortress 2 Update Released
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:
- Added an extra HIDEHUD flag for vscript maps (HIDEHUD_TARGET_ID)
- Fixed using the extendfreeze client command to continue spectating enemy players after being killed
- Fixed Arena mode player count HUD layout problem (community fix from Funicular)
- Updated zi_atoll to sync the particles file with other the Zombie Infection maps
- Updated zi_woods
- Added props to aid scouts in getting up to the roof on the boathouse
- Added trigger_push entities to the tops of trees
- Implemented an optimisation pass
- Added props to aid scouts in getting up to the roof on the boathouse
- Updated koth_sawmill_event
- Added spells to the Underworld Forest to encourage players to travel there
- Added trigger_hurts to prevent spawn camping in the Underworld Forest
- Added the Skeleton King to randomly spawn after cap
- Added an additional Skeleton Consort for him as well
- Reduced the amount of particles in the Underworld Harvest
- Removed a custom texture since it wasn't needed
- Minor clipping changes
- Added an ammo pack to the cave
- Removed a few pumpkin bombs since they hurt player movement too much
- Added a loss-coverage program for Red team
- Cleaned up some waste
- Added spells to the Underworld Forest to encourage players to travel there
Team Fortress 2 Update Released
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:
- Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
- Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
- Updated the Celestial Summit Unusual effect to reduce the particle count
- Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
- Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
- Updated the Carry-Van
- Fixed the rigging on the straps to avoid clipping when running
- Fixed misplaced ambient occlusion on the material
- Fixed rim mask being black in places it wasn't supposed to
- Fixed a hole in-between the window and top of the van
- Fixed LODs to represent above changes
- Fixed the rigging on the straps to avoid clipping when running
- Updated the Dead Man's Party Unusual taunt effect
- Added fades to hand sprites
- Improved effect composition on fast-moving taunts
- Fixed some particle sorting issues
- Added fades to hand sprites
- Updated cp_lavapit_final
- Fixed a skybox exploit in the underworld
- Updated pl_spineyard
- Fixed an exploit that allowed players to get outside of the map
- Fixed missing cubemaps
- Fixed an exploit that allowed players to get outside of the map
- Updated pl_corruption
- Replaced some of the materials and models
- Adjusted collisions near some wooden beams by point A
- Adjusted prop fades
- Fixed some minor texture issues
- Fixed teleport trigger in one of the spawn rooms being too late to activate
- Minor adjustments to improve your sanity
- Replaced some of the materials and models
- Updated cp_degrootkeep_rats
- Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
- Fixed a hidden perch in the balcony overlooking C
- Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
- Updated arena_perks
- Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
- Fixed missing barricades in the voting area
- Fixed certain items having missing textures on the map
- Removed crumpkins (with help from LizardOfOz)
- Fixed stalemates causing extra rounds where no perks would appear
- Added a new HUD, with an alive player counter
- Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
- Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
- If a game is in progress and there are no players on BLU team or RED team the game will now end
- Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
- Fixed a bug that caused Zombies to not see combat text correctly
- Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
- Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
- Fixed an issue with missing particle effects for Medic's Heal ability
- Adjusted the number of Zombies selected at round start for low player counts
- Corrected unintended changes in the last update
- Changed the damage dealt by Zombie Soldier's Stomp
- In the previous update, Soldier would instantly kill his stomp target. This was not intended.
- The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
- In the previous update, Soldier would instantly kill his stomp target. This was not intended.
- Changed the Sentry Gun to deal 40% damage to Zombies
- In the previous update, this was 35%. This was not intended.
- Added a sound effect to Pyro's explosion of flames on death
- Removed some debug print statements
- Changed the damage dealt by Zombie Soldier's Stomp
- Reworked Demoman's Blast Charge to fix several exploits and bugs
- These changes should also make Blast Charge more reliable and less frustrating to use
- Blast Charge is now triggered based on the player's velocity
- When player's speed drops below a threshold while charging, they explode
- Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
- When player's speed drops below a threshold while charging, they explode
- Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
- Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
- Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
- Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
- Fixed many bugs that caused Blast Charge to fail to detonate
- Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
- If a game is in progress and there are no players on BLU team or RED team the game will now end
- Updated zi_atoll (additional changes)
- Fixed the missing texture on the turbine building's roof
- Added areaportals and occluders in and around buildings
- Added extra nodraw brushes under the level and buildings to improve vis calculations
- Added prop fades on bushes and rocks
- Adjusted push triggers on trees
- Minor clipping adjustments
- Changed func_brush on roofs to func_movelinear so that corpses don't fall through
- Added soul gargoyle spawns
- Added a santa hat that spawns on the anchor when smissmas holiday is enabled
- Fixed cubemap reflection issues
- Fixed the seam between the 3D skybox and the playable level
- Aar fed the spinning cat
- Fixed the missing texture on the turbine building's roof
- Updated zi_devastation_final1 (additional changes)
- Replaced sewer exit to the 2nd floor with a ladder
- Changed sewer exits to no longer require crouching/prop jumps
- Fixed missing respawn trigger in the sewers
- Adjusted spawn positions of Zombies and Survivors
- Fire now ignites players
- Adjusted lighting in sewers to be slightly brighter
- Reduced round timer to 3 minutes
- Lit up 2nd floor car corner
- Replaced sewer exit to the 2nd floor with a ladder
Team Fortress 2 Update Released
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:
- Fixed the Clown's Cover-Up always showing the Red team skin
- Fixed hiding the Pyro's head when using the Friendly style for the Fiercesome Fluorescence
- Fixed the Grounded style of the Power Spike using an incorrect LOD model
- Fixed Celestial Summit and Stellar Ascent Unusual effects not following moving players
- Fixed missing prefix when the Strange Filter: Sandcastle (Community) item is applied to a weapon
- Fixed missing prefix when the Strange Filter: Lava Pit (Community) item is applied to a weapon
- Updated The Masked Fiend to fix a problem with the materials
- Updated the Dell Dynamic to fix issues with the materials, rigging, and LODs
- Updated the Sapped Unusual effect to fix visibility issues in bright environments
- Updated Blastphomet cosmetic to fix some a problem with the materials and some minor clipping
- Updated the Taunt: Borrowed Bones to add missing sounds
- Updated Taunt: Neck Snap animations to fix the MVM canteen flipping while taunting
- Updated the Nightmarish Storm, Acidic Climate, and Otherworldly Weather Unusual effects to fix a problem with the lock rotation
- Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix a problem with flickering
- Updated pd_farmageddon
- Updated .res file to work with custom huds (Thanks Aar)
- Updated cp_lavapit_final
- Updated the Underworld
- Spells now spawn one per point, in a random location
- Removed some exploits
- Updated the Underworld
- Updated pl_spineyard
- Replaced some of the materials and models
- Fixed a missing material
- Significantly improved skeleton navigation
- Reduced the health of skeletons to 130 HP
- Increased the weapon spread of skeletons to reduce their long range damage
- Increased the number of pumpkin bomb spawns
- Improved sound effects
- Various detail fixes
- Fixed being able to build in the first Blue spawn
- Replaced some of the materials and models
- Updated pd_mannsylvania
- Added new custom voice lines of Merasmus Gargoyle Notifications
- Better player clip and fixed players stuck in some areas
- Placed more bat's models on entire map and randomised their animations
- Improved 3d skybox
- Disabled trigger_hurt in ending sequence after 15 second when game ends
- Minor cosmetic fixes
- Added new custom voice lines of Merasmus Gargoyle Notifications
- Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
- These changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fight
- Zombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his "Reveal" ability
- This change will allow Zombie Spy to circumvent sentry guns that are watching large areas, and allow him to sneak into or around strongholds
- Zombie Soldier's "Pounce" ability is now significantly higher, and has a 5 second cooldown (from 8)
- These changes will bolster Zombie Soldier's role as a recon pick and a roof buster, capable of launching through sentry fire
- Zombie Sniper's "Spit" ability now damages buildables
- Zombie Sniper now drops a puddle of spit on death
- Both of these changes will make you feel like you're contributing more with your spit, and if that's not enough, you at least get to drop one on death to cause a small area of denial
- Zombie Pyro no longer drops small health kits
- Zombie Pyro's "Hellspawn" passive now releases a flaming explosion on death on top of the existing gas passer cloud
- These changes should strengthen their afterburn capability, and make them a scarier threat if you let them too close
- Zombie Heavy's "Tank" ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage)
- Zombie Heavy deals 20% increased melee damage
- Sentry and crit resistance will bring Zombie Heavy's effective hp up much higher, buffing his role as a tank that you really oughta stay away from. His slower speed is unchanged, so you're still able to run. The changes will just make bunkering much more difficult with him around.
- Zombie Engineer's EMP no longer rolls on shallow surfaces, and now does 110 damage instead of fractional damage
- This change will turn EMP grenades into a much more immediate threat, instantly breaking mini sentries, crippling level 1 sentries, and wounding other buildings
- Zombie Scout's "Speed Demon" passive now comes and additional 25% jump height boost
- Zombie Scout already has a triple jump, but increasing jump height will make him even more of a pest buzzing around your head, and better at climbing onto roofs once a hold is destroyed
- 1/5 of the server will be converted to zombies at the end of setup (from 1/6), and will also round up
- It's become clear that there simply aren't enough zombies selected at the start of the round. Initial pushes should be easier to perform with a couple more units.
- Sentry Guns deal 40% damage to zombies (from 60%)
- Engineers are simply way too oppressive. The dispenser is invaluable for the sake of ammo, and the sentry still has use as a knockback tool, but now should be significantly less frustrating to play against.
- Demoman shield items no longer halve the damage taken by zombies
- He was just too strong and incredibly unfun to duel. The extended reach of swords is already amazing against melee-only characters. His strong maneuverability is unchanged.
- Zombie Medic Heal cooldown reduced to 7 seconds (previously 11)
- All Zombies except for scout, heavy, and spy, now have +25 HP (from +10)
- Zombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his "Reveal" ability
- Fixed a bug where Zombie Demo could detonate himself before the charge had started
- Fixed a bug where Bonk! Atomic Punch could persist through Zombie conversion
- Fixed various issues caused by Zombie Demo surviving his own charge
- Fixed issues with the Zombie HUD not correctly displaying certain strings
- Fixed exploit related to adding additional time
- Added additional HIDEHUD bits to remove irrelevant HUD elements when playing Zombie
- Added an instructional video (Thanks Funicular!)
- These changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fight
- Updated zi_murky (additional changes)
- All of the roofs have been covered in clutter such as vines and tires, and are no longer buildable
- Added more trees for cover
- Added small fence to RED spawn to make it easier for zombies to approach up the wooden stairs
- Added a ramp leading to the yellow shack's roof
- Added occluders to central shack
- Improved fog
- Improved skybox
- Improved readability of chicken wire fences, and added more around the docks
- Adjusted prop fades
- Tweaked detailing
- Fixed erroneous clip brushes
- Fixed several stuck spots
- Fixed missing television model
- All of the roofs have been covered in clutter such as vines and tires, and are no longer buildable
- Updated zi_atoll (additional changes)
- Added an extension to the roof of the turbine building
- Added nobuild entities to debris that could potentially hide sneaky sentries
- Added a broken window on the turbine building
- Clipped the spiral stairs behind the lighthouse (thanks Aar!)
- Reduced performance impact of water
- Increased size of trigger_push entities on the tree tops
- Improved collision on the displacement on the beach near the fishing house
- The spinning cat has been fed
- Added an extension to the roof of the turbine building
- Updated zi_devastation_final1 (additional changes)
- Added new route from second level zombie spawn to the top floor
- Adjusted some zombie spawns
- Made some zombie spawn exits easier to leave
- Clipped off bottom floor stairs
- Increased Round Timer to 3 minutes and 30 Seconds
- Increased Reports of Gators
- Added new route from second level zombie spawn to the top floor
- Updated zi_sanitarium (additional changes)
- Replaced some of the materials and models
- Fixed a missing material on a prop
- Fixed a pixel walk in the skybox
- Replaced some of the materials and models
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Team Fortress 2 Update Released
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:
- Updated zi_woods to add missing content
Team Fortress 2 Update Released
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:
- Updated the Constructor's Cover to fix an issue with the materials
- Updated zi_woods to fix missing Zombie Infection assets
- Updated cp_degrootkeep_rats to fix an issue with the xylophone triggers
Team Fortress 2 Update Released
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:
Scream Fortress XV has arrived!
- Featuring 12 new community maps: Perks, Slime, Lava Pit, Mannsylvania, Sandcastle, Spineyard, Corruption, Murky, Atoll, Woods, Sanitarium, and Devastation
- Added the Bone-Chilling Bonanza Case
- Contains 25 new community-created cosmetic items that make up the Bone-Chilling Bonanza Collection
- Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item
- Has a chance to give a taunt Unusualifier as a bonus item
- Contains 25 new community-created cosmetic items that make up the Bone-Chilling Bonanza Collection
- Added 4 new community-contributed taunts to the Mann Co. Store
- Taunt: The Crypt Creeper
- Taunt: Roar O'War
- Taunt: Neck Snap
- Taunt: Borrowed Bones
- Taunt: The Crypt Creeper
- Added 20 new community-created Unusual effects
- 13 new effects for Unusual hats
- 7 new effects for Unusual taunts
- 13 new effects for Unusual hats
- All players who launch the game will receive a Soul Gargoyle if they don't already have one
- Grants access to Merasmissions and Halloween item transmutations
- Tracks Merasmissions completed and souls collected
- Grants access to Merasmissions and Halloween item transmutations
- All Halloween Contracts have been reset, allowing them to be completed again
- Added new Contracts for this year's featured community maps
- Completing a Halloween Contract will give players a classic Halloween item and the chance for a Bone-Chilling Bonanza Case
- Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
- All cosmetic and taunt Cases will grant Halloween 2023 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
- Join Halloween matches by using the Special Events category in Casual
- Scream Fortress XV runs through November 7th, 2023
- Changes to help improve load times
- Fixed ghost_pumpkin effect not playing correctly for the Horseless Headless Horsemann
- Updated the Horror Shawl's second style to fix a problem with the materials
- Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox
- Updated pd_farmageddon to fix blood particles for the scarecrows
- Updated vsh_distillery and koth_cascade with localization fixes
- Updated arena_lumberyard_event and plr_hacksaw_event to fix problems with the materials
Team Fortress 2 Update Released
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:
- Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
- Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
- Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
- Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
- Updated the Beaten and Bruised cosmetic item
- Fixed a floating triangle when equipping the Ultra Violence style on Sniper
- Reduced the clipping for Soldier and Sniper
- Fixed a floating triangle when equipping the Ultra Violence style on Sniper
- Updated Clubsy The Seal to be an assister in Pyrovision
- Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
- Updated/Added some tournament medals
- Updated Taunt: The Head Doctor
- Fixed skinning on lower LODs
- Fixed team coloring for both teams
- Adjusted animation to reduce prop clipping
- Fixed skinning on lower LODs
- Updated Taunt: The Road Rager
- Fixed skinning on lower LODs
- Adjusted animation on wheels to better match character movement
- Fixed skinning on lower LODs
- Updated pd_selbyen
- Fixed door stuck exploit
- Major optimization improvements (thanks yrrzy!)
- Added/moved some func_occluders
- Hinting adjustments
- Added skyboxes and func_areaportals to separate areas better
- Added func_areaportalwindows to unload spawn building interiors
- Turned some small brushes into func_details
- Adjusted some prop fades
- Fixed slight misalignment of the yellow center buildings roof structure
- Better lighting under the docks
- Minor detailing changes
- Added/moved some func_occluders
- Fixed door stuck exploit
- Updated cp_steel
- Added additional clipping where needed
- Fixed some windows clip and trip spots
- Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
- Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
- Updated map menu images to the present day (1970)
- Reduced one-way door speed to stop ejecting players into orbit
- Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
- Fixing some props that fade too early
- Moved medium healthpack to the side between D->E to avoid accidental pickups
- Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
- Added additional clipping where needed
- Updated koth_synthetic_event
- Brightened and evened out lighting in play space
- Fixed missing soundscape
- Fixed missing detail sprites
- Minor detail changes
- Brightened and evened out lighting in play space
- Updated pl_venice
- Added new exit for initial Blu spawn
- Added new balcony outside Attic room above Point B
- Added new balcony inside near Point D
- Moved door on balcony near Point A (Thanks Billo)
- Bridges now have solid side walls
- Raised bridge is now less steep
- Small building next to raised bridge is now taller
- Added cover at Point C
- Slightly adjusted balcony above Point D
- Fixed being able to place turrets above Point D
- Initial Blu spawn doors now close
- Replaced fences at Blu spawn with buoys
- Removed some interior props near Point D
- The payload now sinks
- Moved some health and ammo around
- Updated navmesh
- Lots of minor bug fixes
- Lots of minor other changes
- Added new exit for initial Blu spawn
- Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
- Failing to capture the point in 3 minutes after it opens results in Stalemate
- Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
- Hale's abilities now get affected by Vaccinator resistances
- Fixed Ubercharge rate bonus applying only with the Ubersaw
- Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
- Fixed Natasha and Huo-Long Heater having incorrect damage penalty
- Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.
- Failing to capture the point in 3 minutes after it opens results in Stalemate
- Updated vsh_skirmish (additional changes)
- Fixed an out of bounds exploit
- Fixed not being able to wall climb certain trees in the main arena
- Fixed an out of bounds exploit
Team Fortress 2 Update Released
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:
- Fixed VSH Casual servers using "mp_winlimit 2" instead of "mp_maxrounds 25"
- Updated pd_selbyen
- Added 0.05 second delay to pd_logic_player_destruction "finale length"
- Added lights in some areas to prevent dark spots
- Remade dock side stair geometry to make it cleaner and steeper
- Extended/added some walls to block sightlines at mid
- Fixed seal floating too high above the ground in certain spots
- Slowed down seal swimming animation
- Clipping improvements
- Optimization improvements
- Various detailing additions and improvements
- Added 0.05 second delay to pd_logic_player_destruction "finale length"
Team Fortress 2 Update Released
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:
- Add ConVars to control Mann vs. Machine team limits on community servers
- tf_mvm_defenders_team_size
- tf_mvm_max_connected_players
- tf_mvm_defenders_team_size
- Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
- Fixed names/descriptions for the most recent HugsTF medals
- Updated pl_venice
- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random)
- Moved 1st Red spawn further away into a new room
- Added new upper entrance into building next to Point A (thanks Delila)
- Added new exit from 2nd Red spawn room
- Moved a building entrance near Point A to a new walkway area above
- Removed upper entrance and Point C routes in building next to Point B
- Added new raised position at the main open inside area between Points C and D
- Added new route near Point D
- Added new cubby spot at Point D
- Removed part of the balcony at the final Point
- Widened door between 2nd Blu spawn and Point B
- Removed a door to upper room near first Blu spawn & connected the balconies
- Opened section of the building next to Point C for faffing and uber charging
- Altered the underneath of the balcony at the building next to Point C
- Tweaked roof area near Point B to make it easier to counter
- Tweaked walkway between Points A and B
- Added some minor cover near Point A
- Lowered railing at above position near Point C for Turrets
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed engineer building & added smoother clipping on the raised bridge
- Added/removed/moved some health & ammo
- Relocated first Blu spawn (now split into two individual spawns at random)
- Art
- Improved lightmap scale across the map to produce nicer shadows
- Increased saturation and slightly adjusted style of some materials
- Expanded the 3d skybox and made it viewable from more locations across the map
- Fixed flag models
- Made certain areas feel less like empty spaces
- Improved lightmap scale across the map to produce nicer shadows
- Misc
- Fixed strange missing texture error in middle connector
- Fixed error in soundscapes
- Added more direction signs across the map
- Fixed misaligned payload particles
- Boat near first Blu spawn has drifted off into the distance
- Other minor changes
- Fixed strange missing texture error in middle connector
- Gameplay
Team Fortress 2 Update Released
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:
- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
- Fixed a crash that can occur when changing from VSH to another map
- Fixed a crash that can occur related to MP3s on VSH maps
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
- Fixed a crash when going between two sv_pure servers with maps packing custom content
- Fixed changing model detail setting or using r_flushlod not always taking effect
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
- Fixed custom particle overrides not being reloaded on servers without sv_pure
- Fixed game mode descriptions for some of the summer map stamps
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
- Updated/Added some tournament medals
- Updated cp_altitude
- Increased size of C capture area
- Reduced initial round timer from 6 to 5 minutes
- Increased max round timer length from 6 to 8 minutes
- Increased Blu respawn wave time on A from 3 to 4
- Increased Red respawn wave time on C from 8 to 9
- Reduced Blu respawn wave time on C from 3 to 2
- Various visual fixes and adjustments
- Increased size of C capture area
- Updated koth_cascade
- Various player and projectile collision fixes
- Various visual fixes and adjustments
- Adjusted resupply locker positions
- Various player and projectile collision fixes
- Updated cp_steel
- Fixed missing glass from bullet blocked windows
- Removed some more ceiling light collisions
- Improved clipping around B -> C building
- Small safety improvement to Blu flank balcony to B
- Some extra block bullets around B floor
- Fixed missing glass from bullet blocked windows
- Updated pl_phoenix
- Increased Red respawn wave time on D from 8 to 9
- Fixed projectile collision bug around the payload elevator track
- Fixed a case where the payload cart could get stuck at the base of the elevator
- Various clipping fixes
- Various visual fixes
- Increased Red respawn wave time on D from 8 to 9
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
- Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
- The Diamondback now gains 2 guaranteed crits upon backstab
- Hale's attacks now pierce through damage absorption of the Wrangler shield
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
- Fixed bugs related to Your Eternal Reward's on-backstab disguise
- Fixed Festive Eyelander not gaining heads on-hit
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
- Fixed Hale disappearing when the game tries (and fails) to gib him
- Both sides dying simultaneously now counts as Stalemate
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Updated vsh_skirmish (additional changes)
- Added a live feed to the office
- Improved clipping in multiple areas
- Added a live feed to the office
Team Fortress 2 Update Released
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:
- Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers
Team Fortress 2 Update Released
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:
- Added main menu character for the Summer event
- Fixed pd_watergate capture zone not working properly
- Fixed geometry collision issue with the Wildflower Meadows Unusual effect
- Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
- Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
- Fixed the Strange Filter prefix for pd_selbyen
- Fixed broken materials for the second style of the Cranium Cover
- Updated koth_sharkbay
- Fixed the flying boat
- Removed collision from seagulls
- Updated Map Stamp icons
- Fixed the flying boat
- Updated cp_hardwood_final
- Fixed a crash affecting a small number of players
- Minor clipping adjustments throughout the map
- Minor lighting issues fixed throughout the map
- Adjusted areaportalwindow fade brush textures
- Adjusted collisions for some props
- Fixed a crash affecting a small number of players
- Updated cp_steel
- More blockbullet /clipbrush swaps where needed
- Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
- Fixed more small unnecessary prop collision/clip removals
- Fixed blatant texture misalignment
- Addressed perch spot outside Red spawn on wood beam
- Closed some accidental holes in geometry
- Additional fixes to a sticky/shooting exploit through and under Red's E platform area
- Increased pit damage to kill some certain class loadouts in a single trigger
- Moved Blu spawns forward a little to previous distance
- Extended projectile blocker brush along the top side of the Blu spawn building's roof
- Fixed Sniper sightline into Red's first spawn points from E
- More blockbullet /clipbrush swaps where needed
- Updated koth_rotunda
- Aligned various textures and fixed cubemap issue
- Improved clipping
- Improved lighting and reduced visual noise on some textures
- Raised gate to flank route for ease of access
- Aligned some props
- Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
- Added missing collision to some props
- Sealed the map more
- Aligned various textures and fixed cubemap issue
- Updated cp_sulfur
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Fixed a case where Blu could contest their own win
- Fixed a case where you could build a teleporter under a platform and become trapped
- Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
- Altered Red spawn positons to spread them out when defending main point
- Lowered Red's initial time to defend slightly
- Convinced the boiling water to properly scald people that are submerged below the surface
- Gravity density in the potplants has been correctly calibrated
- Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
- B can no longer be capped from the outside of the building
- Area under Point A can no longer be accessed
- Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Updated pd_selbyen
- Fixed exploit that would let you build in spawn
- Seal will now select a random skin every time it teleports to the break room (3 possible skins)
- Adjusted oob seal animation timings
- Fixed seal swimming animation
- Added missing resupply cabinet on the Blu side
- Added some missing clipping that would let players build in undesirable places
- Fixed some floating windows
- Fixed some props clipping through stuff
- Fixed some displacements clipping through stuff
- Fixed some displacement seams
- Fixed some visible nodraws
- Fixed some z-fighting
- Various detailing additions
- Fixed exploit that would let you build in spawn
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- TF_Bots now function in Versus Saxton Hale
- Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
- Fixed players dropping Player Destruction pickups
- Fixed Hale sometimes holding Necro Smasher or Sandvich
- Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
- By community request, added Pyro VSH lines, performed by James McGuinn
- Updated VSH voice lines for Spy
- "Behind you" and "Above you" now play exclusively for the player the line is addressed to
- Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
- Mad Milk recharge rate returned to stock value
- Demoman's Swords now deal less knockback than other melee weapons
- Demoman's Shields will now break when absorbing a Hale punch
- Fixed a bug relating to sending a class-restricted duel to Hale during Setup
- TF_Bots now function in Versus Saxton Hale
- Updated vsh_skirmish (additional changes)
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
- Fixed an exploit that allowed players to build out of bounds
- Updated vsh_distillery (additional change)
- Fixed crash when using mat_phong 0
Team Fortress 2 Update Released
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:
- Fixed a crash when opening the achievement dialog
- Fixed a bug where custom replacement materials in a map could persist to other maps
- Fixed a bug where some particles were not the using correct particle types on clients
- Fixed EmitSoundEx not using the correct sound name
- Fixed the Strange Filter prefix for vsh_tinyrock
- Fixed missing sounds and animation blends for the Taunt: Teufort Tango
- Fixed the equip_region for The Shrapnel Shell
- Updated vsh_skirmish to fix an issue where some props would disappear when viewed at certain angles
- Updated pl_phoenix
- Fixed missing materials
- Fixed various physics props obstructing the payload cart
- Fixed missing materials
- Updated vsh_nucleus
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
- Fixed an exploit that allowed players to build out of bounds
Team Fortress 2 Update Released
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:
- Fixed a client crash related to audio and the new taunts
- Fixed Red being able to enter the Blu spawn room on pl_cashworks
- Fixed a transparency issue with the Hard Carry Unusual effect
- Fixed missing contributor for vsh_distillery
- Fixed spelling for the Taunt: Teufort Tango
Team Fortress 2 Update Released
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:
Summer 2023!
- Featuring 14 new community maps: Sharkbay, Rotunda, Phoenix, Cashworks, Venice, Reckoner, Sulfur, Hardwood, Pelican Peak, Selbyen, VSH Tiny Rock, VSH Distillery, VSH Skirmish, and VSH Nucleus
- Added the Summer 2023 Cosmetic Case
- Contains 25 new community-contributed items
- Added 6 new community-contributed taunts to the Mann Co. Store
- Taunt: Killer Joke
- Taunt: Star-Spangled Strategy
- Taunt: The Head Doctor
- Taunt: Tuefort Tango
- Taunt: The Road Rager
- Taunt: The Killer Signature
- Taunt: Killer Joke
- Added 20 new community-created Unusual effects
- 12 new effects for Unusual hats
- 8 new effects for Unusual taunts
- 12 new effects for Unusual hats
- Added the Summer 2023 War Paint Case
- Contains 10 new community-created War Paints that make-up the Summer 2023 Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- Contains 10 new community-created War Paints that make-up the Summer 2023 Collection
- All cosmetic and taunt cases will grant Summer 2023 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
- The Summer event runs through September 15th, 2023
- Security and stability improvements
- Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite
- Fixed an exploit related to the ConTracker and being able to move/shoot while it's deployed
- Fixed the Strange Count Transfer Tool not being able to transfer stats for Sandvich items
- Fixed the Engineer not being able to move for a short period of time after doing The High Five taunt
- Fixed missing No Headphones style for the Universal Translator
- Fixed Engineer teleporter audio that was referencing the dispenser by mistake in Spanish
- Fixed incorrect alpha channels for the Smissmas 2021/2022 Cosmetic Case models
- Fixed the Winter 2019 War Paint Case not being shown in the Mann Co. Store
- Updated/Added some tournament medals
- Updated pl_enclosure_final to fix localization issues
- Updated cp_gravelpit_snowy
- Boosted volume of snowman explosions
- Added occluders to C to improve performance
- Improved clipping
- Boosted volume of snowman explosions
- Updated cp_steel
- Prop collision cleanup and improved player clipping
- Explosive splash bug collisions on stairs, props, etc., around the map
- Spawn point issues (collision, prop blocking, clipping, etc.)
- Fix Pyro door exploit on A
- Fix choke and spam issues into Blu & Red spawns
- Fix Pixel walk collision issues
- Fixing ceiling clipping and stuck spots including exploits
- Clean up geometry in spawns, the spawn locations and their exits
- Fix roof readability issues, with sticky and rocket jumping
- Fix rare double death bug when falling into pit
- Fix Cliff stuck spots and ledges in E pit
- Removed head glitch tele spawn on A-B connector
- Fix rare overtime cap bug
- Fix Red team getting stuck in spawn door to A
- Prop collision cleanup and improved player clipping
- Updated cp_mossrock
- Fixed numerous perch points
- Fixed players being able to get under Blu spawn
- Fixed a location where a teleporter could be build out of the map
- Fixed collision on rock near final point so it is more accurate to the visuals
- Fixed lots of small visual bugs
- Fixed some small exploits
- Improved optimisation
- Fixed numerous perch points
Steam Client Update Released
A new Steam client has been released and will be automatically downloaded.
Today we’re shipping a significant update to Steam Client, with new features and improvements to the Steam Desktop experience. This includes:
- Updated Steam Client notifications, with additional settings allowing you to choose which notifications you'll see, and where you'll see them
- Visual and usability improvements in dialogs, menus, fonts, and colors - including screenshot manager, achievements, and more
- An overhauled in-game overlay (accessible via Shift+Tab), with an updated design, new features, and more customizability
- New notes functionality with rich text formatting, image pasting, and offline functionality. Multiple notes can be saved per-game, and they are accessible via the in-game overlay, desktop client, and Steam Deck
- New pinning functionality - panels from the in-game overlay can now be "pinned" (with adjustable opacity) so they are viewable while in-game
- Updated controller configurator is now part of the overlay when a gamepad is connected
- Mac & Linux versions of Steam have been updated to enable hardware acceleration
Read more about the update and watch the announcement video in the blog post here.
Other changes:
General
- Display an error if the user is trying to log in anonymously in the client. This mode is only supported for steamcmd.
- Uninstalling a game no longer displays a modal dialog
- Fixed "Manage Storage" button opening the storage settings page
- Fix soundtrack cover art not appearing in content management panel
- Fixed popup menus opening at the wrong DPI in multi-monitor mixed-DPI configurations.
- Fixed some context menus opening incorrectly when the opening window is maximized.
- Fixed in-client link to support FAQ detailing Windows 7/8/8.1 end-of-life.
- Fixed login refresh dialog not showing in overlay when a game is launched by a second Steam session while a game is running
- Fixed issue where viewing app properties caused the Steam client to be unusable
- Fixed download rate limiting not working in some cases
- Fixed error when navigating the game list with arrow keys and landing on a category header.
- Fixed issue where clicking on store or community links in a news post within the client would not navigate to the website
- Fixed a crash that could occur if toggling bandwidth limits while a game download is in flight, or if cloud syncs while a game download is in flight.
- Fixed issues in sign in UI when switching between entering a Steam Guard code and entering a backup code
- The game is ready for preload & game released spotlight in the library will no longer show for users who own the game through family sharing
- Fixed close button on the Update News dialog starting at the top of the dialog, then moving down to the bottom when the content loaded
- Fixed category capsules overflowing into the app details page when the window is very narrow
- Added new Achievements popup accessible from the game details page
- Fixed "View Updated Items" context menu items in the Downloads section for games that have updated Workshop items
- Moved 24hr time setting from Friends & Chat to Interface
- Stopped forcing 12-hour clock display if the user did not explicitly select the 24-hour clock. The default is locale dependent.
- Fixed incorrect UI state when a game is purchased while the user is in a timed trial
- Updated URL for store checkout process.
- Added a tooltip to "Other" section in storage settings to explain what it contains
- Fixed occasional crash when toggling a game's favorite status through the play bar on the game details page.
- Added a setting to let a user decide whether Ready to Play should include streaming and whether the local computer should be the default in details. This defaults to true on desktop and false on Steam Deck.
- Fixed game list unnecessarily flickering to top when selecting a game that's in a collection.
- Fixed artwork modal sizing height based on screen width, fixes close button being off-screen on taller images.
Friends & Chat
- Fixed issue where "Invite to Play" was not available in the Friends List for some games (e.g. CS:GO)
- Fixed issue where going idle would cause Friends & Chat to reconnect when offline
- Fixed chat tabs sometimes overlapping window controls if a lot of tabs are open.
- Rearranged and reworded several items on the friends list context menu to make them more clear.
- Fixed the friend menu causing a black bar on the underlying chat or group window in some cases.
- Improved performance of the interface in the overlay when animated Steam avatars are enabled
Big Picture Mode
- Removed support for -oldbigpicture command-line option
- Fixed some styling issues in the Quick Access Menu > Friends List
- Fixed some issues with notification toasts appearing in the wrong location in multi-monitor setups or with different DPI settings
- Apply text filtering preferences in Guides in the Overlay
- Removed soundtracks from All Collections since it has its own tab
- Fixed an issue where two settings pages could be visible at once
- Fixed the switching of monitors when going in/out of BPM at start up
- Fixed overflowing friends list when sharing a screenshot
- Expand the hitbox of buttons in the footer to make them easier to click
- Fixed showing notifications in the Big Picture Mode game overlay
- Improved performance of dual trackpad typing in the Virtual Keyboard
- Fixed crash when after funding the Steam Wallet when attempting to make an in-game purchase in the Overlay
- Fixed issue where the Main Menu and Quick Access Menu stopped working after selecting a custom startup movie
- Any button press will now cancel the Wake custom startup movie
- Fixed a black screen freeze when clicking on a store widget within a news post
- Changed game invitations to show the launch option dialog instead of using the first option in the list. If the user has selected an option and asked to remember it, that option will be used instead of showing the dialog.
- Fixed issue where selecting a group chat showed an endless loading throbber until another chat was selected
- Added support for Mouse4 (Back) as B button in the interface
- Fixed opening the "Reorder controllers" dialog in the main Big Picture Window when a game is running
- Search will now return tags in addition to games. You can search for categories like "Free to Play" or individual tags like "survival" or "zombies".
- Enabled additional toast notifications that were previously only visible in Desktop mode
- Restored display of Special Offers in the What's New section of the home screen.
- Fixed a navigation issue in the Quick Access Menu showing the last section, instead of the Performance section, when selecting the Battery icon in the header
- Fixed inability to click on Steam notification toasts (eg. wishlist, comment).
Steam Input
- Increase responsiveness of the "Joystick Deadzone" visualization
- Gyro As Joystick can now optionally output to Left Joystick
- Fixed Gyro's Left/Right Stick Deflection Modifier not working
- Fixed Modeshift bindings not being removable when viewing the command on the input
- Fixed a case where hitting the "apply configuration" button before a configuration preview was loaded could select the wrong configuration
- Fixed a case where an autosave could get lost while editing
- Fixed the DualSense configuration preview not showing Mute button bindings
- Fixed bug causing DualSense triggers to only read as 0/100%
- Fixed error when viewing a configuration in the "Search" tab of the config browser
- Added several missing Steam Link App virtual controller-specific settings to the configurator
- Added new config export path that works while offline. In personal configuration dropdown the options are now "New Personal Save", which is this new option and "New Sharable Personal Save", which uses the existing Steam Workshop backend.
- Filter the configuration export options based on whether the device is connected to Steam/Offline
- Fixed some flashes when adjusting sliders in the Quick Settings section of the configurator
- Fixed moving right in the mode settings page not jumping to the appropriate settings sub-page
- Fixed turning off the Dual Sense Edge controller
- Added binding listener dialog that lets you bind inputs by hitting a mouse button, keyboard key, or gamepad button
- LED Color/Brightness Action reinstated as a bindable action. Find the Action settings inside the Game Pad tab when selecting an action binding (available on controllers with LEDs only)(except Switch Pro).
- Fixed cases where alt-tabbing between the stand alone instance of the desktop configurator and a game would not update the in-game layout
- Added missing inputs to the "Listen" dialog
- Fixed a bug where repeatedly opening the configurator to the same config could cause edits to not stick
- Fix Right Trackpad Click in the controller binding listening page being bound to Left Stick Click.
- Ongoing rumble is now interrupted when switching away from the app that requested it.
- Reduced maximum individual SIAPI rumble requests from 10s down to 3 seconds.
- Fixed crash on macOS when using a PS4 controller
- Updated Controller Summary page so that it scales better at different sizes
- Added mouse position dialog to configurator w/ support for transparency to the game or using your screenshots for position
- Fix rotation settings when binding Gyro to Mouse output
- Nintendo Switch Pro and JoyCons Gyroscopes now have sensitivities that are roughly equal to all other controllers as we step toward a Natural Sensitivity Scale (i.e. real world rotations result in roughly the same in-game output, regardless of controller used). Steam Input sensitivities on SwitchPro and JoyCon configurations will be automatically updated to compensate.
- Fixed Joystick Dead Zones in Calibration Screen triggering a controller-specific default to be used when a game was launched, instead of the value specified, if the value was less than 2048.
- Fix for gyro Smoothing settings not updating when switching to shifted modes.
- Fixed detection of the Steam Virtual Gamepad on macOS.
- Gyroscope as Joystick/DPad/Buttons/Lean were using yaw correction-to-the-average-heading, causing subtle drift over time, especially in games which involved a lot of turning in one direction (driving games, flight sims). This was also used in GetMotionData (Steam Input API) affecting titles which used the sensor fusion quaternion for aiming. The correction toward the average has now been removed.
- Deferred Sensor Fusion: Accelerometer correction (i.e. pitch correction from gravity sensors) for these modes is applied opportunistically - when the controller is rotating fast, or the controller is stationary (determined by stationary noise tolerances in the calibration page). This reduces noticeable "ouija effect" during fine aiming in our experiments. Note, none of the above gyro changes affect "Gyro As Mouse", which only uses Gyroscope readings, not Accelerometer.
- The top allowed noise threshold for gyroscope in the Gyro Calibration page has been increased 3 fold to allow abnormally noisy gyroscopes to pass the drift correction/calibration process.
Steam Deck
- Fixed issue where a game's specific uninstall UI was not visible
- Added support for notification types shown in the Desktop Client and Mobile app: Wishlist, Trade Offer, Steam Turn, Help Request, Major Sale, and Comment.
- Added a bell icon to the header when there are new notifications, and a green indicator to new notifications in the notifications list.
Linux
- Fixed an issue that prevented the steam client from immediately reconnecting to the steam servers when resuming the system from sleep.
- Fixed an intermittent crash when the OS audio server restarts.
- Fixed a case where the per-app Steam Play compatibility tool override dropdown would not appear.
- Fixed 'Delete Proton Files' not cleaning files that contain : in the path.
- Fixed a crash when steam fails to connect to the pulseaudio server.
- Added a 'Compatibility' tab to Settings where SteamPlay settings can be changed.
- Steam will now use the system's global scale factor as configured in KDE settings. Specifically org.gnome.desktop.interface/text-scaling-factor.
- Added a commandline switch to override the window scaling factor: "-forcedesktopscaling <float>".<br /><li> Dynamically update the UI's scaling factor when the KDE system scaling setting changes.<br /></li><li> Fixed issue preventing locally installed tools from being used as default steam play option.<br /></li><li> Fixed issues with listing and adding flatpaks as non-Steam shortcuts.<br /></li><li> Fixed Steam Linux Runtime compatibility tools not being installed to support a title in some cases.<br /></li><li> Known bug: Enabling hardware acceleration on Nvidia GPUs may cause Xorg to crash. On this platform hardware acceleration is disabled by default, but it can be enabled Settings->Interface or by opting into the beta branch.<br /></li><li> Known bug: dpi scaling may not work correctly when hardware acceleration is disabled.<br /></li>
Remote Play
- Fixed the remote player getting "host busy" dialog after the overlay is dismissed
- Show MB/s instead of KB/s in the bandwidth rate settings.
Steam Client Update Released
A new Steam client has been released and will be automatically downloaded.
General
- Added "End of Life" alert for Windows 7/8/8.1. Steam Client support for these operating systems will end on Jan 1st, 2024 at 10am. See here for additional details.
- Fixed crash when clicking links in Compatibility Mode alert dialogs
- Reduced CPU usage of the Big Picture Mode window
macOS
- Added "End of Life" alert for macOS 10.11 ("El Capitan") and 10.12 ("Sierra"). Steam Client support for these operating systems will end on September 1st, 2023 at 10am. See here for additional details.
- Fix Steam Overlay crash in some games using Metal graphics API
This client was re-released on May 30th to address the following issue:
- Fixed an issue in the library causing the game released section to accidentally display for users who added the Street Fighter 6 demo to their account. This section of the library should only display when a game that you have pre-purchased is ready for pre-load or has released and is now ready to play.
Team Fortress 2 Update Released
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:
- Fixed an exploit related to using The Snack Attack to block the movement of other entities