May 22, 2026
View on Steam↗Team Fortress 2 Update Released
3/5 Moderate
Spy disguise bugs fixed alongside major collision and geometry overhauls for cp_process_final and cp_metalworks.
Key Changes
- 1Fixed numerous cases where Spy disguises were broken
- 2Major collision overhaul for cp_process_final to prevent splash damage issues
- 3Redesigned second forward spawn for both teams on cp_metalworks
- 4Increased door heights across cp_process_final to improve movement and jumping
- 5Reworked koth_demolition crane platform to allow Engineer buildings
- 6Fixed crash related to KeyValues
- 7Updated VScript to allow set damage for force calculations
- 8Removed attic balconies overlooking the capture zone on plr_hacksaw
- 9Fixed Mk.II Botkiller eyes not glowing in the dark
- 10Added 'No Bullets' style to Die Regime-Panzerung
All Changes
🎮Gameplay(4)
- fixSpy: Fixed many cases where Spy disguises were broken
- newVScript: Updated VScript to allow set damage for force calculations
- changeSnow Merc: Updated the Snow Merc to count as an assister in the death notice
- fixAnnouncer: Fixed automatic 'Control Point Lost' lines not playing
🗺️Maps(38)
- fixcp_process_final: Fixed various collision issues by changing player_clip to bullet_block to prevent splash damage getting caught on geometry
- changecp_process_final: Increased the height of numerous doors across the map to allow normal jumping
- changecp_metalworks: Redesigned the second forward spawn for both teams, moving it back into a larger hut structure
- changekoth_demolition: Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area
- changecp_process_final: Increased skybox height across the map to be consistent with other 5CP maps
- changecp_process_final: Changed small prop pipes at last to be nonsolid but still block stickies
- removeplr_hacksaw: Removed attic balconies overlooking the capture zone
- fixcp_metalworks: Fixed various collision issues to prevent splash damage getting caught on small geometry
- changecp_metalworks: Adjusted truck ramp at middle to be a displacement for correct splash damage and walking
- fixkoth_demolition: Added a clipbrush on the radio rooms to avoid players getting stuck in the air
- fixkoth_demolition: Fixed lighting issues with the pipes next to the control point
- changekoth_demolition: Replaced some textures in the radio rooms
- fixkoth_demolition: Fixed a leftover prop being inside a wall
- fixkoth_demolition: Fixed a texture in the jumppad using the wrong cubemap
- changekoth_demolition: Made the catwalk behind the office building a bit bigger
- newkoth_demolition: Added a clipbrush to the pipes on the furnace rooms for climbing
- changeplr_hacksaw: Moved a small pickup location into the attic
- fixplr_hacksaw: Fixed clipping errors
- fixcp_process_final: Closed off open areas where explosions could vanish
- changecp_process_final: Added new geometry to better indicate collision areas
- changecp_process_final: Enclosed large pipes near last control point in glass with bullet block collision
- changecp_process_final: Removed some rocks near the angled ramp at 2nd and replaced them with crates
- fixcp_process_final: Added angled player clipping under large awnings at middle to prevent getting stuck
- changecp_process_final: Made exterior fences more consistent with level bounding
- changecp_process_final: Changed metal textures to better match mirrored symmetry
- newcp_process_final: Added additional detail behind the starting spawn room
- fixcp_process_final: Cleaned up displacements in middle and second to better handle splash damage
- fixcp_process_final: Reduced amount of grass poking through concrete
- changecp_process_final: Replaced small pipes at 2nd spire to make a more consistent platform
- changecp_process_final: Made many existing light props nonsolid to prevent movement issues
- changecp_metalworks: Changed geometry at last to have more consistent collision
- fixcp_metalworks: Covered gaps in windows/doors of the new bunker with bullet block
- fixcp_metalworks: Changed shadow behavior on certain walls to prevent leaking
- changecp_metalworks: Increased the door size of the first forward spawn
- fixcp_metalworks: Turned small door brushes into func_brushes with collision off to prevent catching splash
- fixcp_metalworks: Changed collision around tall light poles so players don't get caught in midair
- fixcp_metalworks: Fixed a section of displacement where players could get stuck in the ground
- changecp_metalworks: Slight visual tweaks throughout the level
🎩Cosmetics(11)
- fixMk.II Botkiller: Fixed Mk.II Botkiller eyes not glowing in the dark
- fixHalloween Spells: Fixed Halloween spell attribute text being grayed out during full moons
- fixWar Paints: Fixed attachments on dropped weapons having broken textures for certain war paints and skins
- fixTaunt: Dead Mann's Drink: Updated the prop for Taunt: Dead Mann's Drink to fix LOD issues
- newDie Regime-Panzerung: Added a 'No Bullets' style to the Die Regime-Panzerung
- newTournament Medals: Updated and added some tournament medals
- fixMann of the Hour: Restored missing rim mask
- fixMann of the Hour: Made shapekeys for a few problematic face flexes
- fixMann of the Hour: Replaced incorrect normal map
- changeMann of the Hour: Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
- changeMann of the Hour: Updated backpack icon to represent recent visual changes
🖥️UI/UX(2)
- fixItem Descriptions: Fixed spacing issues for item descriptions
- fixThe Fancy Spellbook: Fixed The Fancy Spellbook's large backpack icon not matching the small version
🛠️Technical(1)
- fixGame Client: Fixed crash related to KeyValues
Summary
This update focuses on significant quality-of-life improvements and map balancing. The most notable changes include a fix for long-standing Spy disguise issues and a massive overhaul of collision physics on competitive maps like Process and Metalworks to ensure splash damage (rockets/grenades) behaves predictably. Additionally, several community-contributed fixes for cosmetics and map geometry have been integrated, alongside a redesign of forward spawns on Metalworks.
