HTML MOTDs are now always restricted, rather than just for quickplay and matchmaking joins
Fixed The Classic not working with the Hold to Zoom setting
Enabled trade request pop-ups in Casual games, disabled trade requests in all competitive games, rather than the prior behavior of blocking trade requests in matchmaking games
Fixed a case of FPS being restricted to 30 when in game
Possibly fixed another case of game crash upon launch through the launcher on Windows
Reduced the frequency of dropped packets during large teamfights
Brought in the latest TF2 changes
Fixed large edict spikes during round restart in some cases
Fixed flames lingering after round restart
Minor stability and performance improvements
Main Menu / HUD
Added Main menu FPS limit to settings, 120 by default
Fixed objective status sometimes disappearing upon settings change
Added close button to modals on the main menu
Added hover styling to the settings menu
Fixed a case of the main menu not initializing properly on load
Fixed a case of the main menu not appearing while in game
Fixed transitions lingering when escaping from the main menu
Made main menu more responsive to in-game state changes
Bots
Fine-tuned Pyro projectile reflect behavior to be based upon reaction time rather than random chance
Fixed some issues with how bots searched for health packs
Fixed issues with how bots selected classes in large teams
Fixed an issue where bots would not spawn when certain class limits were active
Optimized performance issues with bots, especially in high player count scenarios
Visual
Enhanced blood FX to be more reactive to damage
Added ability to disable fading props entirely for high quality graphics
Competitive
Adjusted the pre-match warmup death cam to be less disorienting and not cancel too early
Added label for pre-round phases (Strategy Phase & Roll-Out Phase) during the 10 second countdown in competitive matches, to be more clear
Fixed projectiles being deleted during end of roll-out phase, which messed up some Stickybomb jumps
Fixed pre-match warmup health on kill overhealing above max overheal
Fixed competitive games not properly ending/restarting at match end
Fixed a case where players could get stuck in respawn during pre-match warmup
Fixed various cases of team-based tournament mode not being handled properly in competitive systems, causing pre-match and round running states to not be handled correctly, for example, for Administrator voice lines, Demo Support, chat notifications, and more
Fixed being able to cancel a ready game by disconnecting
Fixed player-based ready up not finalizing correctly in community competitive
Added win conditions display to competitive matches
Fixed ready up, stopwatch and win conditions intersecting with the match HUD
Fixed match HUD not fully updating when toggled
Fixed item whitelist not loading automatically when set
Fixed desync when enabling mp_tournament and mp_tournament_readymode after loading a map
Fixed mp_tournament_restart not fully restarting the map
mp_tournament_stop_and_refresh is available for the legacy behavior
Fixed ready up not working properly in self-hosted listen servers
Fixed competitive ready up voice lines not playing in community competitive
Fixed 6s voice lines not playing for community 6s tournaments
Fixed a few more cases of rendering glitching out after leaving the match summary stage prematurely
Fixed pre-round push from damage being enabled in asymmetric games
Added an cfg/emptymapcycle.txt to assist server owners that do not wish to switch maps automatically
Fixed mp_tournament_readymode_min considering people in spectator
Reverted post-match time change for Competitive mode (back to 90 seconds)
Fixed glitches with timer and countdown displays
Fixed issues with Demo Support logic during game start and end
Added mp_timelimit_added_winlimit and mp_roundtime_override to support community competitive rulesets