Made projectile spawns much smoother and less delayed on the client
Any projectile that only affects enemies will now always pass through teammates (ex. rockets, grenades, Dragon’s Fury fireball, Huntsman arrow, Sandman ball, Cleaver)
Even though teammates blocking projectiles after 0.25 seconds is intended to prevent spam through chokes, it is a confusing and random-feeling mechanic due to a variety of factors including networking and player movement.
Fixed ground landing code not considering resultant velocity after collision with a slope (aka slope bug)
Fixed the charge sound for the Stickybomb Launcher not stopping if the player dies while charging
Disabled holidays and birthday beachball in competitive games, so that this doesn’t happen
Added cl_crosshair_gap ConVar to customize gap on crosshair
Changed client net settings:
Made interp settings more intuitive / understandable. Clients can now set number of buffered snapshots as cl_interp_ratio.
Increased max interp ratio to 3 (from 2, base game defaults to 5, so this is still a reduction in max interp)
cl_predict can no longer be turned off. cl_predictweapons and cl_lagcompensation still work
Fixed being able to change restricted ConVars only allowed while spectating or disconnected
Fixed various exploits for cheating clients
Fixes
Fixed enabling fixed spread on Demoman projectiles causing change in distance/arc. Now, projectiles have spin at a fixed value which will obtain an average arc.
This introduces some variance due to the physics simulation, but it is otherwise needed to maintain consistency for projectiles.