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Changelog
agrastiOs edited this page Oct 22, 2020
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Work in progress
- 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 canceling 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 a 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
- Changed sentry gun firing speeds to be their de facto base values now that firing speed has been fixed
- Wrangler: Mini: 200%, Level 1: 166%, Level 2 & 3: 150% (these are all de facto from a base firing speed)
- Mini Sentry: 125% (de facto speed, was coded to be 133% in live)
- Added decay to firing speed boosts for the sentry gun (MvM firing speed upgrade, Crit Canteen Boost, Wrangler)
- This should make firing speed boosts for sentries in MvM more balanced and within the realm of DPS values in the live game
- This is because sentry DPS had a hard cap before, due to incorrect firing speed calculations and technical limitations. Now that all firing speed boosts are correct and are unbounded by technical limits, they needed to stack in a better way to retain their functionality while still being balanced in combination with each other without a DPS cap as a result of a technical limitation.
- Each firing speed boost stack above 1 adds a decay of 94.5%
- These Sentry Gun changes result in the following base bullet DPS in MvM:
- 3 firing speed + Wrangler = 240 DPS (in live 356 DPS)
- 3 firing speed + Crit Canteen = 320 DPS (in live 356 DPS)
- 3 firing speed + Wrangler + Crit Canteen = 536 DPS (in live 356 DPS)
- Firing speed fix for guns and sentries
- Guns now properly have the firing speed fix
- If a Sentry gun is shooting its builder, it will only deal self-damage from 1 bullet, rather than the increased bullet count which is used to compensate for lack of tickrate for very high firing speeds. This is done for balance concerns: Engineers should not instantly die to their own Sentry gunfire and should be able to rely on the original damage taken for Sentry boosting.
- Sentry guns now calculate their firing speed properly at all times
- Added various items from the TF2 Community Fix-Up Pack (at the request of rabscootle)
- Updated English localization files with updated descriptions and item types (https://steamcommunity.com/sharedfiles/filedetails/?id=2153172086)
- Added/updated tips (https://steamcommunity.com/sharedfiles/filedetails/?id=2160442074)
- Fixed ubered effect on undead player skins and cloaking players (https://steamcommunity.com/sharedfiles/filedetails/?id=2188847513)
- Update the materials for the Saxton, Monstrous Memento, Mannanas Cap, Never Forget Cap, Nabler and Dapper Disguise (https://steamcommunity.com/sharedfiles/filedetails/?id=2181702800, https://steamcommunity.com/sharedfiles/filedetails/?id=2181980262, https://steamcommunity.com/sharedfiles/filedetails/?id=2193021805)
- Fixed teleporter and water ripples (https://steamcommunity.com/sharedfiles/filedetails/?id=2241597741)
- Fixed various MvM responses (https://steamcommunity.com/sharedfiles/filedetails/?id=2222988229)
- Fixed various Meet your Match voice lines having non-normal volume/pitch in some cases
- This fixes the Heavy not having the expected deeper pitch as other voice lines
- Mann Up mode Announcer wave end now has a 50% chance of using the normal ones, to add more variety
- Fixed one last case of Mann Up mode begin Announcer voice lines getting cut off (increases MvM countdown to 15 seconds)
- Added Upgrade Station background music
- Added live player model to the main menu
- Fixed lighting issues in player model panels (class selection, etc)
- Fixed voice icons on top of enemy cloaked spies (@Thestickman391)
- Restored functionality for
tf_parachute_maxspeed_onfire_z(@FlaminSarge) - Fixed Loose Cannon pushing players back on truces
- Added
tf_infinite_ammo - Enabled robot headshot/backstab animations
- Optimized wrangler trace
- Added support for func_monitor (https://www.youtube.com/watch?v=l1I9-86GBTU)
- Fixed Announcer voice lines getting cut off by countdown in MvM
- Enhanced MvM money pick up lines for context between expiring money and normal money
- Added support for binding F13 - F24 (@iBoonie @treacherousfiend)
- Added support for MvM freeze panels hints when you die to a specific enemy
- 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)
- Ported a Linux thread scheduling change over to Windows for a performance benefit and reduction in CPU usage
- Restored threading functionality in client leaf system prerender
- Optimized client leaf system bounds calculation caching and added threading
- Restored threading functionality in client shadow manager
- Restored threading functionality in view renderables
- Restored threading functionality for bone setup
- Reduced thread contention in bone setup
- Restored queued functionality for post-processing
- The main thread now never enters a sleep state while waiting for threaded rendering to finish the current frame.
- This reduces the latency for frame ends.
- In a parallel process operation, all units of divided work will be submitted all together, instead of one at a time. This makes parallel processing thread scheduling fairer, as there is a multitude of jobs for any thread in the pool to pick up, rather than one thread being able to take jobs as they come.
- This greatly improves the distribution of threading work in a very efficient way.
- Removed the optimistic case from event waits. It was too optimistic, and had two negative side effects: 1) Without a lock, an event could be thought of as signaled when it really wasn't, causing unnecessary thread wake-ups. 2) With such low latency on checking for events, one thread could consume the whole queue once woken up, as it would re-enter the shared queue at a time where new jobs are available/getting added, in the optimistic, "low latency" mode.
- This greatly improves the distribution of threading work and reduces redundant resource usage across threads.
- Increased maximum threads to 64