October 25, 2007 Patch
Revision as of 23:23, 25 January 2011 by Stevoisiak (talk | contribs)
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Patch notes
Changes
- Improved compatibility for direct sound
- Deathcam screenshots now move the player id panel to the lower right, and hide other hud elements until the freezecam fades
- Improved autobalance calculation code when determining who to switch
- Improved networking compatibility for some routers
- Re-added class count numbers above class buttons for non-zero classes, in addition to the class images
- Removed prefixes (tc_, ctf_, etc.) from map names in various places where they're printed
Bug fixes
- Fixed a crash during level init related to model loading
- Fixed issues on Dustbowl and Hydro that could occur when a server emptied in the middle of a round
- Fixed a bug in the clientside player avoidance code, and smoothed it a little more
- Further crash fixes related to paged pool memory usage
- Fixed scoreboard team scores label getting cut off
- Engineer buildings now explode when the Engineer dies during sudden death
- Fixed a spy backstab exploit where you could stab a player who was not facing away from you
- Fixed flailing at the low end of the cloak meter when the player gets uncloaked automatically
- Fixed texture detail level setting "Very high" not being preserved
- Improved various error messages, and added links to steampowered support pages
- Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score
- Fixed honeypot server problems
- Fixed a rare crash caused by a medigun losing its owner
- Fixed an exploit that allowed disconnected medics to continue Übercharging their target until they timed out
- TeamMenu now disables the spectate button if mp_allowspectators is zero
- Added a missing "cannot_be_spectator" localization string
- Fixed some edge cases where grenades could go through player or buildings
- Fixed rocket/grenade explosions being able to impart damage through thin ceilings
- The Engineer's "build X" commands will now behave properly when bound directly to keys
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