An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Updated the Brain Cane to fix problems with the texture and phong value
 - Updated The Battle Music
- Added missing Hat style
 - Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
 - Improved and strengthen the Noise Cancellation
 - Updated the materials to fix it not being shiny
 - Updated the backpack icon to reflect the materials change
 
 - Updated cp_gravelpit_snowy
- Fixed potential incompatibility with external VScript files (thanks Le Codex!)
 - Re-implemented cubemap reflections in ice cave
 - Fixed perch spots
 
 - Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
- Restored Hale's resistance to knockback back to 75%
 - Reduced bonus flame damage against Hale from 50% to 25%
 - Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
 - Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
 - Removed area-of-effect of Hale's normal punches (thanks Wendy)
 - Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
 - Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
 - Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
 - Fixed Hale being able to stomp while underwater (thanks Bradasparky)
 - Fixed Sweeping Charge not working against underwater opponents
 - Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
 - Fixed Hale's faulty ground detection (thanks Bradasparky)
 - Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
 - Fixed the voice lines refusing to play sometimes
 
 - Updated pl_patagonia
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) 
 - Fixed sometimes hearing outside soundscapes inside blue spawn
 - Fixed being able to build in a very high rooftop after point A
 - Fixed being able to build in blue spawn
 - Cart elevator is no longer the glitchiest thing in the universe
 - Fixed cart not rolling back after completing the elevator descent sequence
 - Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
 
 - Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny)
 - Gave blue more high ground for last point
 - Added an additional dropdown for blue for last point
 - Fixed being able to be teleported into red spawn as blue after capping point A
 - Removed long hill rollback before point C
 - Fixed bots getting stuck on the closed train doors after cap B
 - Fixed being able to leave stickies inside blue last spawn
 - Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
 - Fixed a pop-in issue relating to areaportals below point B
 - Fixed being able to enter the last blue spawn as red
 - Birdie (Thanks Explocivo808)
 
 - Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
 - Mirrored the window sniper spot in last point choke
 - Fixed being able to build behind a displacement rock wall in last point
 - Removed troll teleport spot in last point ending ramp
 
 - All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness
 - Improved skybox transitions
 - The cart no longer tries to defy the law of physics
 - Ninjaneers have more freedom to be ninjas
 - The bots have learned how to play the map
 - Gave the cart another coronación de gloria