Required updates to TF2/CSS and DODS are up now. The specific changes include:
Source Engine Changes (CS:S, DoD:S, TF2) - The mat_hdr_level, r_rootlod, and r_waterforceexpensive settings are now saved in the user's config file. - Fixed clients being able to connect to servers with spoofed SteamIDs. - Fixed a bug where some video configurations could get reset by restarting the engine. - Fixed materials compiled into a map not being loaded correctly if they're in the root materials folder. - Fixed a case of uneven performance on multicore machines. - Fixed point contents not respecting detail brushes. This fixes a bullet penetration bug in some community maps. - Fixed clients being able to spam servers using the ai_set_move_height_epsilon, mission_show, and sv_querycache_stats commands. - Audio fixes: - Reduced overlap in the sound timing code. - Fixed a case where audio could skip. - Fixed voice communication getting corrupted while playing on a Mac. - sv_pure 2 now protects the game_sounds files in the scripts directory. Counter-Strike Source - Fixed prediction errors that were causing greater weapon inaccuracy (bullet spread) on client than server. - Made the bomb the primary target of a +USE command. This fixes a problem with objects placed around the bombsite interrupting defuse attempts. - Fixed the 'skating' behavior that could occur when a bomb planting attempt was aborted. Also fixes the resulting out of sync hit boxes. - Fixed bug in which a player who crouched rapidly and repeatedly was seen as stationery by other players. - Fixed problem in which the sound of a reload that was occurring when a player was killed persisted into spectator mode, making it sound like a reload was taking place near the spectated player. - Gave chat interface priority over scoreboard to reduce conflict between the two. - Increased size of HUD icons. - Fixed bug with env_hudhint that caused problems when its value was greater than 255 characters. - Made the message of the day screen dismissible by hitting ENTER. - Fixed servers not being able to set sv_hudhint_sound. - Gun sounds now match up with the framerate dependent sound timing, and fixed the framerate dependent jittering bugs. - Stats: - Fixed an issue that could cause loss of player stats if network connectivity was lost briefly, just after launching the game. - Fixed an issue that caused the favorite weapon to display incorrectly on the stats summary page when a player achieves the most kills with a knife or grenade. - Made newly-earned achievements and stats immediately update in the achievements and stats panels instead of showing stale data. - Improved the font on the achievement toast. - Community Requests: - Added cvar sv_enablebunnyhopping, defaulted to 0. ( A value of 1 autotags the server with "bunnyhop" ) - De_dust and De_dust2 updated. - Fixed several exploits. - Fixed collisions on crenellation and domes. - Fixed minor visual glitches. - Adjusted HDR settings. - Removed dust clouds. - Added console variable cl_hudhint_sound. Team Fortress 2 - Added server ConVar "sv_max_usercmd_future_ticks" which prevents clients from running usercmds too far in the future. - Added missing Mac intro movie for cp_coldfront. - Fixed "Hit '%disguiseteam%' to Toggle Team" string and code so they're not hard coded to 'e' and '-'. - Fixed servers trying to validate backpack positions in inventories. - Fixed clients validating inventories other than their own. - Fixed item selection HUD elements showing un-acknowledged items, which resulted in items in invalid backpack positions. - Fixed players not always getting "recent damager" credit for player suicides. - Fixed the weapon selection menu not displaying properly when using hud_fastswitch and lastinv at the same time. - Updated Engineer startup music. - Updated localization files. - Updated Pl_ThunderMountain - Clipped off sticky outcrops for smoother movement - Clipped various exploit ledges - Increased environment ambient exterior light level - Stage 1 - Fixed hole in respawn room brushes in RED spawn - Shifted respawn times to favor BLU by two seconds - Stage 3 - Clipped rocks off by BLU's spawn exit that leads to building B (allowed Snipers to snipe the entire area) - Removed embedded displacement (building B interior roof) - Removed rogue clip brush from building A balcony - Updated Plr_Hightower - Fixed players building in the RED spawn room. - Fixed players building on the back window decks of the barns. - Fixed players getting on the satellite dish platform. - Fixed players building on the elevators. - Reduced the ammo packs in the barns down to small ammo packs. - Increased the hill speed modifier to 1.2 (up from .95) - Fixed explosion particle effects playing in the skybox. - Mine cart "window" collision fixed. - Upped Scout-loop health to large. - Updated Pl_Upward - Fixed respawnroom entities not reaching the floor of split-level spawns - Fixed griefable fence facing BLU spawn near RED base - Added BLU high flanking route at RED base - Added health & ammo along BLU flanking route at RED base - Sealed BLU base left exit with block bullets brushes - Extended clip between C and BLU spawn to prevent sticky jump spawn camping - Fixed non-clipped non-solid railing in RED base - Fixed kill brush in middle spawn not extending to the ceiling - Put a block bullets brush on grate below middle spawn - Fixed some high micro-ledges accessible to sticky-jumpers - Community Request - Added "item_pickup" game event for ammo/health packs. Jason _______________________________________________ hlds_announce mailing list hlds_announce@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_announce