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0.1.4

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@mastercoms mastercoms released this 06 Oct 22:07

Team Fortress 2 changes

Game Changes

  • Added Ultimate TF2 Visual Fix Pack
    • Note: at this current time, these asset fixes are not compatible with pure servers. This will be fixed in a future release.
  • Fixed many reflect bugs (@wgetJane)
    • Fixed many reflect kill icons not showing: stunball, ornament, cleaver, flare, arrow headshot, burning arrow, burning arrow headshot
    • Fixed many reflected projectiles not showing the correct team color: shattered ornament particle effect, stunball trail, ornament trail, flare, crossbow bolt, repair bolt
    • Fixed reflected Sandman not damaging
    • Fixed reflected ornament not causing bleeding
    • Fixed repair bolts not healing buildings
    • Fixed reflected Scorch Shot flares not dealing splash damage on impact with a non-player surface
  • Fixed slopes sometimes cancelling momentum from blast jumping/surfing (@namishere)
  • Fixed Flamethrower compression blasting the Passtime ball not being lag compensated correctly
  • Crit canteen sentry firing speed now actually is a 200% base bonus, rather than 250%.
    • It's not entirely clear why the bonus was 250% instead of the described 200%, but it was likely a result of trying to convince the broken firing speed code to work noticeably with crit canteens. Now that firing speed is fixed, this is no longer necessary. Furthermore, because TC2 replicates Wrangler firing speed from live TF2, by changing the bonus depending on the gun, crit canteens will still have strictly better firing speed than the wrangler in all cases (except mini sentries), which keeps Widowmaker builds viable.
  • Fixed Gunslinger prediction being incorrect due to lack of lag compensation (@wgetJane) (https://www.youtube.com/watch?v=jM0C-Hyq2Es)
  • Fixed hardcoded space on localized item quality names (@RockyTV) (https://user-images.githubusercontent.com/1251067/95074826-7728d280-070f-11eb-9127-616fb6545783.png)
  • Fixed air dash issues on classes other than Scout (@FlaminSarge)
  • Limited sv_client_max_interp_ratio to 2, so that server operators cannot set it to an unideal value of 1 (@Zionner)
  • Fixed references to DX8 shaders which were missing, thus causing crashes
  • Implemented support for DX8/lowend versions of the following shaders within DX9 mode: Cable, Modulate, ParticleLitGeneric, WorldVertexAlpha
  • Made console still open when modifier keys are down

Optimizations

  • Removed 3 expensive Steam realtime API calls from client-side player creation
  • Removed HUD updates for competitive state changes, as the HUD does not change when competitive state changes
  • Optimized Pyrovision particle replacement, which was making all particle creation more expensive
  • Optimized weapon stat access, which was making weapon precaching more expensive
  • Greatly reduced overhead and improved performance of thread event system in many places
  • Fixed a few more cases of freezing caused by the thread event system
  • Re-enabled the KeyValues cache system, now with sv_pure support! This will make many data read operations much faster, like material info, attribute data, and more
  • Fixed an issue preventing scaling to 64 threads (yield only working with 62 jobs)
  • Slight optimization for yielding on a single job
  • Slightly optimized FPS cap to be even more consistent
  • Optimized server network encodes (based on CS:GO branch)

Team Comtress 2 fixes

  • Implemented some Scout projectile changes from Jungle Inferno (@wgetJane)
    • Flight time for ornament to crit reduced by 20%
    • Long-range cleaver hits no longer mini-crit, gives 1.5s of charge instead
    • Flight time for cleaver to reward charge is halved
  • Disabled Steam Cloud storage for development purposes, so that TF2 settings do not mix with TC2
  • Restored proper vertex limits, the absence of which were causing glitchy meshes in a variety of complex scenarios, especially while screenshotting
  • Updated the localization files for Scream Fortress 2020