Reworked flame density mechanic introduced in the Blue Moon Update from a glorified accuracy mechanic to one that is aware of the accuracy thresholds of the Flamethrower
New strategy is to simply track missed flames in between flame damage checks, reducing damage based upon the missed fraction, which provides a smoother ramp between actually missing flame damage checks, and only missing some particles in between.
Initial flame damage is now set to full DPS again, and decays upon misses, but can quickly be regained upon maintaining accuracy.
The lifetime of the oldest flames no longer adversely effect DPS
DPS is consistent and correct regardless of range or wall reflection
Improved visibility of UberCharge on team status panel
Fixed UberCharge not displaying at 0%
Fixed overheal flickering when at max overheal
Disabled FPS reduction when unfocusing game window
Some minor sv_pure fixes
Enhanced bloom coloration slightly
Minor performance fixes
Fixed various graphics settings exploits
Fixed a case of a speed hack exploit
Fixed the Thermal Thruster being affected by burning on custom servers
Fixed being able to set server tickrate higher than max networking rate
Fixed an exploit involving cl_smoothtime
Fixed various issues involving water quality LOD
Added r_waterforcecheap to force cheap water
Setting the ConVar cl_hud_chat_notification 1 will play a sound on each chat message
Stats no longer increment in between rounds in competitive games
Actually fixed buildings taking different damage than players in certain edge cases
Darwin’s Danger Shield no longer flinches from afterburn
Enabled cinematic quality models
Added various content mods for testing
Fixed cl_showfps coloration being different on different dxlevels
Fixed low shader quality differences with dx8 quality changes
Fixed dropped weapons processing glow logic when glows are disabled
Fixed players being assigned to spectator when there are bot slots available to be replaced
Fixed bots with UberCharge or Engineer buildings being kicked before other available bots
Fixed hackers being able to bypass kicks/bans in some cases
Fixed currency packs being picked up automatically in situations where they shouldn’t
Fixed switch spawns button not working in Casual when re-entering a respawn room
Fixed switch spawns button not working in Competitive after moving slightly
Melee enemy hit priority disabled in Medieval and MvM
Restored various update teaser models from over the years, but removed the Invasion Update teaser posters
Fixed The Scottish Play achievement not working with the Pain Train
Fixed Shots Hit stat not updating
Fixed the Soldier grenade taunt passing through walls
Reduced first blood timers for competitive mode
Enhanced class limit customization for highlander and 6s
Added Reset Class feature to all modes for easy access to self-kill rather than through console
Add competitive self-kill feature on disconnect to all modes
Fixes
Fixed floating health icon getting stuck and appearing where it shouldn’t
TC2 now reads from tf/download folder
TC2 now entirely relies on TF2 app content, rather than Source SDK content
Still uses engine binaries from Source SDK
Fixed some HUD/UI files not loading correctly
Fixes missing game icon, missing new game intro, and some HUD bugs
Properly fixed listen server crashes when hosting players with cosmetics
Fixed g15 exploit check being reverted in a previous update accidentally
Reverted balance changes and various changes which are not ready for release
Fixed sapped building resistance being 66% instead of 33%
Disabled pings for now
Fixed sentry rockets not hitting teammates
Fixed auto-ready being enabled in competitive matchmaking emulation
Fixed some incorrect movement calculation changes for the grappling hook
Removed competitive spectator changes for now
Fixed pain sound interval being too long
Adjusted match summary time for competitive
Fixed the candy cane not actually spawning a cupcake on kill