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Team Comtress 2 Update - April 17, 2026 Prerelease
- Reworked outline rendering to fix various issues and improve performance
- Loosely based upon work from PazerOP (thank you!)
- Fixed all outlines disappearing when a player was ubered or had another forced material override
- Fixed outline color not correctly inputting into HDR / tonemapping
- Added support for outlines for only parts of an object visible, or only behind a surface
- This new system supports more advanced outlines that will be added in the future
- Changed the display rules of some outlines based upon this new system:
- Spawn/spectator outlines no longer draw an outline when visible
- Flags no longer draw an outline when visible
- Sticky Bombs (except for the Scottish Resistance) no longer draw an outline when visible
- MvM Money no longer draws an outline when visible
- Payload no longer draws an outline when visible
- MvM Tank no longer draws an outline when visible
- Fixed headshot tracer showing on disguised spies
- Fixed some subtick desync issues
- Added subtick support for viewpunch
- Fixed subtick prediction getting desynced after a prediction error
- Fixed continuous fire not updating attack frame correctly
- Added subtick to Scottish Resistance sticky bomb selection
- Fixed Sentry Gun ammo not refilling properly when close to full and shielded
- Fixed stat panel on freezecam not hiding during screenshot
- Fixed bullet tracers not alternating between barrels on Level 2 and 3 Sentry Guns (thanks ficool2!)
- Fixed BLU team being immune to Sentry Gun knockback on non-MvM maps with upgrades like Freaky Fair
- Fixed votes having a slightly random duration (thanks horiuchii!)
- Fixed kick target info on vote HUD panel not working properly (thanks horiuchii!)
- Optimized the load of cosmetics, weapons and other items on players
- Loosely based on changes from sigsegv and rafradek
- Fixed an issue with some All Class items not being accessed properly
- Optimized how players are accessed and found in various systems
- Loosely inspired by changes from sigsegv and rafradek
- Limited another type of pain/hurt sound to play every 0.1 rather than spam the sound system too frequently
- Optimized smoke stack effect on the server
- Based on changes from sigsegv and rafradek