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2.1.3: Difference between revisions

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'''2.1.3''' was a minor update for Team Fortress 2 Classic, released on December 12, 2023. Its largest additions include re-adjusting the game's lighting and adding SourceMod support, and its largest removal was that of the native Linux client. A new [[CTF]] map named [[Penguin Peak]] was added, which is a winter version of [[Pelican Peak]]. It also featured some weapon rebalances, general gameplay changes, map updates, and bug fixes. The patch notes were released on the [https://tf2classic.com/?id=6464 official blog].
{{Patch
|prev = 2.1.2
|next = 2.1.4
|date = December 12, 2023
|major =
|update =
|blogpost = [https://tf2classic.com/?id=6464 official blog]
|archives =
|new-weps =
|new-maps = 1
|mapfix = yes
|wepfix = yes
|genfix = yes
|bugfix = yes
}}


This update came out after [[2.1.2]]. It is the most recent update to the game.
The patch's largest additions include adjusting the game's Phong shading and adding SourceMod support, and its largest removal was that of the native Linux client. A new [[CTF]] map named [[Penguin Peak]] was added, which is a winter version of [[Pelican Peak]].
 
[[File:2.1.3 Christmas patch photos.png|700px|right]]
__TOC__
{{clear}}
 
== Trailer ==
<youtube>APz5cxZyp1E</youtube>


== Changes ==
== Changes ==
=== Important Changes ​===
=== Important changes ​===
 
'''<u>Linux Client support is now [https://tf2classic.com/?id=6192 officially discontinued].</u> Please read [[End of Linux Client support|this FAQ page]] on how to continue playing on Linux.'''
'''<u>Linux Client support is now [https://tf2classic.com/?id=6192 officially discontinued].</u> Please read [[End of Linux Client support|this FAQ page]] on how to continue playing on Linux.'''


Line 16: Line 36:
'''<u>We now have official SourceMod support. This allows for automatic gamedata updates for server owners.</u> Please update to the latest version of [https://www.sourcemod.net/downloads.php?branch=stable SourceMod] and [https://github.com/tf2classic/SM-TF2Classic-Tools TF2Classic-Tools].'''
'''<u>We now have official SourceMod support. This allows for automatic gamedata updates for server owners.</u> Please update to the latest version of [https://www.sourcemod.net/downloads.php?branch=stable SourceMod] and [https://github.com/tf2classic/SM-TF2Classic-Tools TF2Classic-Tools].'''


=== Weapon Changes ===
=== Weapon changes ===
 
* Updated the [[Brick]]:
Updated the [[Brick]]:
** Implemented unique killfeed icon for [[Engineer]] [[building]] destruction (Hunter R. Thompson)
*Implemented unique killfeed icon for [[Engineer]] [[building]] destruction (Hunter R. Thompson)
* Updated the [[Harvester]]:
Updated the [[Harvester]]:
** [[Afterburn]] tick heals while active no longer apply while [[Critical hits|crit]] is ready
*[[Afterburn]] tick heals while active no longer apply while [[Critical hits|crit]] is ready
** Crit now instantly heals for 195HP upon hit
*Crit now instantly heals for 195HP upon hit
** A sound cue audible to all players now plays when crit is ready
*A sound cue audible to all players now plays when crit is ready
** Wearable now has critglows when crit is ready and weapon is holstered
*Wearable now has critglows when crit is ready and weapon is holstered
* Updated the [[Mine Layer]]:
Updated the [[Mine Layer]]:
** Increased clip size and max active mines to 6 (from 4)
*Increased clip size and max active mines to 6 (from 4)
** Reduced player detection radius of proximity mines by 20% of their explosion radius
*Reduced player detection radius of proximity mines by 20% of their explosion radius
** Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
*Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
** Now uses the Rump Shake taunt
*Now uses the Rump Shake taunt
* Updated the [[Minigun]]:
Updated the [[Minigun]]:
** Each stored [[Chekhov's Punch]] [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s)
*Each stored [[Chekhov's Punch]] [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s)
** Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
*Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
* Updated the [[Anti-Aircraft Cannon]]:
Updated the [[Anti-Aircraft Cannon]]:
** Overhauled weapon model (Mazern, SamDum)
*Overhauled weapon model (Mazern, SamDum)
** Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
*Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
** Implemented lag compensation to the delayed explosion
*Implemented lag compensation to the delayed explosion
** Overhauled killfeed icon (Hunter R. Thompson)
*Overhauled killfeed icon (Hunter R. Thompson)
* Updated the [[Sandvich]]:
Updated the [[Sandvich]]:
** Can now be [[Critical hit|critboosted]]
*Can now be [[Critical hit|critboosted]]
** Consumes one [[Chekhov's Punch]] stored crit when thrown or eaten
*Consumes one [[Chekhov's Punch]] stored crit when thrown or eaten
** Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal
*Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal
** Thrown critical Sandviches heal as much as a full health pack
*Thrown critical Sandviches heal as much as a full health pack
* Updated [[Chekhov's Punch]]:
Updated [[Chekhov's Punch]]:
** The chain wearable now [[Critical hit|critglows]] in both first person and third person
*The chain wearable now [[Critical hit|critglows]] in both first person and third person
* Updated the [[Kritzkrieg]]:
Updated the [[Kritzkrieg]]:
** Updated the world and view models to include a higher polygon front and a less polygonal hose
*Updated the world and view models to include a higher polygon front and a less polygonal hose
* Updated the [[Fishwhacker]]:
Updated the [[Fishwhacker]]:
** Overhauled first person animations (Ventrici)
*Overhauled first person animations (Ventrici)
** Damage now deals increased knockback to all nearby players
*Damage now deals increased knockback to all nearby players
** Added -45% damage penalty downside
*Added -45% damage penalty downside
** Removed self marked-for-death on miss penalty
*Removed self marked-for-death on miss penalty
** Removed no random [[Critical hit|critical hits]] penalty
*Removed no random Critical hit|critical hits]] penalty
* Updated the [[Tranquilizer Gun]]:
Updated the [[Tranquilizer Gun]]:
** Implemented unique killfeed icon for [[Compression blast|deflected]] dart (Hunter R. Thompson)
*Implemented unique killfeed icon for [[Compression blast|deflected]] dart (Hunter R. Thompson)
 
=== Gameplay Changes ===
 
Updated [[Arena|Arena Mode]]:
*Killed players now drop health pickups that can only be used by their killer's team
*If a team gets eliminated, any remaining health pickups they own become neutral
Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)
*This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations
Ragdolls are now affected by explosions
 
Active [[Teleporter|Teleporters]] now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
 
[[Spy|Spies]] now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs
 
[[Sapper]] outline is no longer visible when sapper is not yet ready to be placed
 
Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage
 
[[Invis Watch|Cloaked]] [[Spy|Spies]] now correctly take 20% less damage even from [[Critical hit|crits]]
 
=== Map Changes ===
 
Map Changes:​
 
Added [[ctf_penguin_peak]]
*Created by Erk, Chin, Phi, and Another Bad Pun
*Assets by SamDum, Square, void, Stuffy360, Diva Dan
*Winter themed version of [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 CTF Pelican Peak], with slippery ice, snow, and penguins!
Updated [[koth_lakeside_final]]:
*Water sources around the map now use modern custom materials, instead of water_well
*The fog distance has been slightly tweaked to account for the newer radial fog, revealing some previously-invisible skybox detail
*The sun angle has been slightly tweaked to allow sun to shine into the water temple
*Cubemaps in the team spawns and water temple are now parallax-corrected
*Brush materials inside of the water temple are slightly reflective, for a wet "pseudo-phong" look
*The sand-tile blend material used in many places now has a proper $blendmodulatetexture
*The map's stone floor material now has a proper bumpmap (the same one as the concrete floor texture it was derived from)
*The lightmap scale has been adjusted across the map to make shadows less blobby where it was previously noticeable
*A few playerclips have been converted to blockbullets where appropriate
Updated [[pl_upward]]:
*Fix exploit where you could build [[Teleporter|teleporters]] in RED's final spawn
*Fix some pixelwalks and minor clipping issues across the map
*Reduce map size from 36MiB to 11MiB
Updated [[tc_hydro]]:
*Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime material
*Cubemaps across the map now have their boundaries set in most cases (this took four hours)
*Reduced map size from 65MiB to 36MiB
Updated [[vip_badwater]]:
*Added sound to the spinning fan in RED's spawn
*Added envmapmask to the floor tile in BLU's forward spawn
*A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of
Updated [[vip_mineside]]:
*The now-obsolete game_text_tf entity has been replaced with env_instructor_hint
Updated [[cp_mountainlab]]:
*Rounds are no longer interrupted by the map timer running out
*Lightmaps are much sharper across the map
*Parallax-correction applied to the map's cubemaps
*Other minor visual tweaks
Updated [[ctf_2fort]]:
*Water appearance slightly adjusted to be more clear
 
=== Mapping Changes ===
 
 
We have a new collection of particles that were collected from other Valve games, environmental_fx.pcf, consisting of a handful of odds-and-ends which may prove useful to mappers, including lava_smoke, dust_ceiling_rumble, flies, leaky_pipe, leaky_roof, pipe_drips, sprinkler_system, steam_jet, steam_low_vent, and lots of variations thereof.
 
Updated Game Instructor:
*Now has a stylized, team colored background, akin to the one used by game_text_tf
*Hint text now properly supports localized strings and can include newlines
*Added filters for class and team to env_instructor hint
Updated tf_logic_arena entity:
*Added RoundTimeOverride keyvalue for overriding round time
*Added switch_teams keyvalue. If enabled, teams will be swapped around on a new round
Updated item_healthkit_small entity:
*In [[Arena|Arena mode]], small health kits assigned to a specific team now have unique assets to signify which team they can be used by
Updated tf_logic_domination entity:
*Added outputs for each team that trigger every time team score updates
Updated math_counter entity:
*Now uses float values for I/O instead of integers
*Added SetMinValueNoFire and SetMaxValueNoFire inputs
Added several math related entities from Mapbase:
*math_counter_advanced
**A special version of math_counter with advanced inputs, outputs and keyvalues for advanced operations and specialized calculations
*math_clamp
**Clamps input values between the specified min/max, which can be integers, floats or vectors
*math_bits
**Performs calculations involving bits and bit operations
*math_vector
**Allows for operations on vectors like "0 0 0" or "2509.677 384.001 204.5"
*math_mod
**Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays
*math_lightpattern
**Replicates baked light patterns and fires outputs accordingly
*math_generate
**Generates numbers from a variety of algorithm, mostly taken from material proxies. (e.g. a sine wave)
Ported several soundscapes from Left 4 Dead 2 and Alien Swarm
*These are in scripts/soundscapes_canada.txt and are unlisted by default. The pack intends to cover unusual environments that weren't adequately covered through preexisting soundscapes, such as for caverns, mineshafts, volcanoes, snowstorms, extremely large interiors, and swamps. It also includes numerous utility scapes that can be used when creating custom ones, and entries are all documented to make it clear how they're meant to be used. Read the file's introduction for more information.
 
Added [https://developer.valvesoftware.com/wiki/CAreaPortalOneWay func_areaportal_oneway] to the FGD
 
Added new entries to the game_sounds_tf2c soundscript:
*Ambient.Lightning_strike
*Ambient.Thunder
*Ambient.LargeFanLoop
 
Backported [https://developer.valvesoftware.com/wiki/Beam_spotlight beam_spotlight] from Left 4 Dead
 
Implemented OnSuddenDeath output to tf_gamerules
 
=== General Changes ===
 
Boioing and Stomp suicide commands are now properly shown to all players
*Has unique killfeed text
*Can be toggled client-side with tf2c_boioing
Implemented loadout page grid and pagination
*Can be toggled via tf2c_loadout_grid
Implemented -defaultscheme launch options
*Allows for loading any custom client schemes. The game will append the value to the file name of the Scheme it loads
*The default value for Wine/Proton is "linux", so the game will load "resource/ClientScheme_linux.res" instead of "resource/ClientScheme.res" by default
*For Wine/Proton users, this may break Custom HUDs. For backwards compatibility, passing no values to -defaultscheme reverts to the old behavior
 
The [[Civilian|VIP]] no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command
 
Added support for closed captions (currently in English only), by SilentFox03/Kiri
 
The default font for closed captions is now antialiased, and uses Lato
 
Unclamped mat_picmip, r_lod and r_rootlod
 
Added server list refresh button
 
Added mp_scrambleteams_auto_arena convar for autoscrambling even on [[arena]] mode
 
Updated bot_teleport command:
*Passing no arguments will now select a random bot to teleport where the crosshair is aiming, as long as one exists
 
Re-implemented tf_bot_reevaluate_class_in_spawnroom from live:
*When another player changes class, friendly bots currently inside a spawn room who are that same class will switch to another class
*Uses same logic as tf_bot_keep_class_after_death set to 0 to evaluate a balanced team roster
*Respects tf_bot_force_class value
 
Added cl_load_custom_item_schema command:
*Allows loading any item schema on demand
*Takes the file name of the item schema as an argument. Please note that the file has to be present inside a /maps folder
*Not compatible with cl_reload_item_schema. Reuse the command to reload
 
Added cl_print_item_schema_items and cl_print_item_schema_attributes
*Prints names and IDs for all currently loaded items and attributes the console
*Use alongside con_filter_text (and con_filter_enable 1) to search for specific lines in the output. Useful when using give_econ or playing on devtest_equip
 
Added tf2c_allow_maptime_reset
 
Added tf2c_sapped_building_outlines
 
Added tf2c_vip_persist
*If enabled, the player who is the current [[VIP]] does not change to another class on round restart
 
Fixed Stickybombs and proximity mines becoming invincible against bullets if they get moved without becoming airborne
 
Fixed mines sinking into func_brush and func_breakable entities
 
Fixed physics projectiles blocking func_door from opening or closing
 
Fixed physics projectiles blocking func_tracktrain movement
 
Removed several old and deprecated Logitech LCD integration features
 
Fixed crash regarding Spywalk indicator elements missing on custom HUDs
 
Fixed crash regarding [[Civilian|VIP]] bots trying to boost teammates who had just disconnected
 
Fixed longstanding issue with Payload HUD causing incorrect control point icon scaling when using minmode HUD
 
Fixed Party Hat/Santa Hat wearables being drawn in first person when spectating
 
Implemented Winter holiday. Can be activated with tf_forced_holiday 3
 
Added support for Steam API chat filtering
 
Chat messages are now shown in color in console


Updated cURL to version 8.5.0 to patch some vulnerabilities
=== Gameplay changes ===
* Updated [[Arena|Arena Mode]]:
** Killed players now drop health pickups that can only be used by their killer's team
** If a team gets eliminated, any remaining health pickups they own become neutral
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations
* Ragdolls are now affected by explosions
* Active [[Teleporter|Teleporters]] now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
* [[Spy|Spies]] now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs
* [[Sapper]] outline is no longer visible when sapper is not yet ready to be placed
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage
* [[Invis Watch|Cloaked]] [[Spy|Spies]] now correctly take 20% less damage even from [[Critical hit|crits]]


Added several new attributes
=== Map changes ===
* Added [[ctf_penguin_peak]]
** Created by Erk, Chin, Phi, and Another Bad Pun
** Assets by SamDum, Square, void, Stuffy360, Diva Dan
** Winter themed version of [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 CTF Pelican Peak], with slippery ice, snow, and penguins!
* Updated [[koth_lakeside_final]]:
** Water sources around the map now use modern custom materials, instead of water_well
** The fog distance has been slightly tweaked to account for the newer radial fog, revealing some previously-invisible skybox detail
** The sun angle has been slightly tweaked to allow sun to shine into the water temple
** Cubemaps in the team spawns and water temple are now parallax-corrected
** Brush materials inside of the water temple are slightly reflective, for a wet "pseudo-phong" look
** The sand-tile blend material used in many places now has a proper $blendmodulatetexture
** The map's stone floor material now has a proper bumpmap (the same one as the concrete floor texture it was derived from)
** The lightmap scale has been adjusted across the map to make shadows less blobby where it was previously noticeable
** A few playerclips have been converted to blockbullets where appropriate
* Updated [[pl_upward]]:
** Fix exploit where you could build [[Teleporter|teleporters]] in RED's final spawn
** Fix some pixelwalks and minor clipping issues across the map
** Reduce map size from 36MiB to 11MiB
* Updated [[tc_hydro]]:
** Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime material
** Cubemaps across the map now have their boundaries set in most cases (this took four hours)
** Reduced map size from 65MiB to 36MiB
* Updated [[vip_badwater]]:
** Added sound to the spinning fan in RED's spawn
** Added envmapmask to the floor tile in BLU's forward spawn
** A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of
* Updated [[vip_mineside]]:
** The now-obsolete {{code|game_text_tf}} entity has been replaced with {{code|env_instructor_hint}}
* Updated [[cp_mountainlab]]:
** Rounds are no longer interrupted by the map timer running out
** Lightmaps are much sharper across the map
** Parallax-correction applied to the map's cubemaps
** Other minor visual tweaks
* Updated [[ctf_2fort]]:
** Water appearance slightly adjusted to be more clear


Updated localization files
=== Mapping changes ===
We have a new collection of particles that were collected from other Valve games, environmental_fx.pcf, consisting of a handful of odds-and-ends which may prove useful to mappers, including {{code|lava_smoke}}, {{code|dust_ceiling_rumble}}, {{code|flies}}, {{code|leaky_pipe}}, {{code|leaky_roof}}, {{code|pipe_drips}}, {{code|sprinkler_system}}, {{code|steam_jet}}, {{code|steam_low_vent}}, and lots of variations thereof.


Updated medals
* Updated Game Instructor:
** Now has a stylized, team colored background, akin to the one used by {{code|game_text_tf}}
** Hint text now properly supports localized strings and can include newlines
** Added filters for class and team to {{code|env_instructor}} hint
* Updated {{code|tf_logic_arena}} entity:
** Added {{code|RoundTimeOverride}} keyvalue for overriding round time
** Added {{code|switch_teams}} keyvalue. If enabled, teams will be swapped around on a new round
* Updated {{code|item_healthkit_small}} entity:
** In [[Arena|Arena mode]], small health kits assigned to a specific team now have unique assets to signify which team they can be used by
* Updated {{code|tf_logic_domination}} entity:
** Added outputs for each team that trigger every time team score updates
* Updated {{code|math_counter}} entity:
** Now uses float values for I/O instead of integers
** Added {{code|SetMinValueNoFire}} and {{code|SetMaxValueNoFire}} inputs
* Added several math related entities from Mapbase:
** {{code|math_counter_advanced}}
*** A special version of math_counter with advanced inputs, outputs and keyvalues for advanced operations and specialized calculations
** {{code|math_clamp}}
*** Clamps input values between the specified min/max, which can be integers, floats or vectors
** {{code|math_bits}}
*** Performs calculations involving bits and bit operations
** {{code|math_vector}}
*** Allows for operations on vectors like "0 0 0" or "2509.677 384.001 204.5"
** {{code|math_mod}}
*** Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays
** {{code|math_lightpattern}}
*** Replicates baked light patterns and fires outputs accordingly
** {{code|math_generate}}
*** Generates numbers from a variety of algorithm, mostly taken from material proxies. (e.g. a sine wave)
* Ported several soundscapes from Left 4 Dead 2 and Alien Swarm
** These are in scripts/soundscapes_canada.txt and are unlisted by default. The pack intends to cover unusual environments that weren't adequately covered through preexisting soundscapes, such as for caverns, mineshafts, volcanoes, snowstorms, extremely large interiors, and swamps. It also includes numerous utility scapes that can be used when creating custom ones, and entries are all documented to make it clear how they're meant to be used. Read the file's introduction for more information.
* Added {{code|[https://developer.valvesoftware.com/wiki/CAreaPortalOneWay func_areaportal_oneway]}} to the FGD
* Added new entries to the {{code|game_sounds_tf2c}} soundscript:
** {{code|Ambient.Lightning_strike}}
** {{code|Ambient.Thunder}}
** {{code|Ambient.LargeFanLoop}}
* Backported {{code|[https://developer.valvesoftware.com/wiki/Beam_spotlight beam_spotlight]}} from Left 4 Dead
* Implemented {{code|OnSuddenDeath}} output to {{code|tf_gamerules}}


[[Category:Patch Notes]]
=== General changes ===
[[Category:Minor Updates]]
* Boioing and Stomp suicide commands are now properly shown to all players
[[Category:Updates]]
** Has unique killfeed text
** Can be toggled client-side with {{code|tf2c_boioing}}
* Implemented loadout page grid and pagination
** Can be toggled via {{code|tf2c_loadout_grid}}
* Implemented {{code|-defaultscheme}} launch options
** Allows for loading any custom client schemes. The game will append the value to the file name of the Scheme it loads
** The default value for Wine/Proton is "linux", so the game will load "resource/ClientScheme_linux.res" instead of "resource/ClientScheme.res" by default
** For Wine/Proton users, this may break Custom HUDs. For backwards compatibility, passing no values to {{code|-defaultscheme}} reverts to the old behavior
* The [[Civilian|VIP]] no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command
* Added support for closed captions (currently in English only), by SilentFox03/Kiri
* The default font for closed captions is now antialiased, and uses Lato
* Unclamped {{code|mat_picmip}}, {{code|r_lod}} and {{code|r_rootlod}}
* Added server list refresh button
* Added {{code|mp_scrambleteams_auto_arena}} convar for autoscrambling even on [[arena]] mode
* Updated bot_teleport command:
** Passing no arguments will now select a random bot to teleport where the crosshair is aiming, as long as one exists
* Re-implemented {{code|tf_bot_reevaluate_class_in_spawnroom}} from live:
** When another player changes class, friendly bots currently inside a spawn room who are that same class will switch to another class
** Uses same logic as {{code|tf_bot_keep_class_after_death}} set to 0 to evaluate a balanced team roster
** Respects {{code|tf_bot_force_class}} value
* Added {{code|cl_load_custom_item_schema}} command:
** Allows loading any item schema on demand
** Takes the file name of the item schema as an argument. Please note that the file has to be present inside a /maps folder
** Not compatible with {{code|cl_reload_item_schema}}. Reuse the command to reload
* Added {{code|cl_print_item_schema_items}} and {{code|cl_print_item_schema_attributes}}
** Prints names and IDs for all currently loaded items and attributes the console
** Use alongside {{code|con_filter_text}} (and {{code|con_filter_enable 1}}) to search for specific lines in the output. Useful when using {{code|give_econ}} or playing on devtest_equip
* Added {{code|tf2c_allow_maptime_reset}}
* Added {{code|tf2c_sapped_building_outlines}}
* Added {{code|tf2c_vip_persist}}
** If enabled, the player who is the current [[VIP]] does not change to another class on round restart
* Fixed [[Stickybomb Launcher|Stickybombs]] and [[Mine Layer|proximity mines]] becoming invincible against bullets if they get moved without becoming airborne
* Fixed [[Mine Layer|mines]] sinking into {{code|func_brush}} and {{code|func_breakable}} entities
* Fixed physics projectiles blocking {{code|func_door}} from opening or closing
* Fixed physics projectiles blocking {{code|func_tracktrain}} movement
* Removed several old and deprecated Logitech LCD integration features
* Fixed crash regarding Spywalk indicator elements missing on custom HUDs
* Fixed crash regarding [[Civilian|VIP]] bots trying to boost teammates who had just disconnected
* Fixed longstanding issue with Payload HUD causing incorrect control point icon scaling when using minmode HUD
* Fixed Party Hat/Santa Hat wearables being drawn in first person when spectating
* Implemented Winter holiday. Can be activated with {{code|tf_forced_holiday 3}}
* Added support for Steam API chat filtering
* Chat messages are now shown in color in console
* Updated cURL to version 8.5.0 to patch some vulnerabilities
* Added several new attributes
* Updated localization files
* Updated medals