Team Fortress 2
Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
The first bullet of a non-spread weapon if it's been >1.25 seconds since firing
Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
Added "motdfile_text" convar to servers, which allows them to specify a text file that’s shown instead of the HTML MOTD to clients who've turned on this option
Fixed radius damage not tracing out of enemies when the explosion occurs within them
Fixes rockets & grenades doing no splash damage when fired point blank into enemies
Added missing snowpuff particles for DX8 players (honest)
Restored LOD for the Demoman player model
Fixed being able to alt-fire with the fists while stunned as a Heavy
Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round
Fixed the "The Big Hurt" achievement not being awarded for players who already have the required count
Fixed sv_pure not reloading the map's custom particle file
Custom particle effects contained within maps must now be placed in the \particles directory
Fixed another case where items weren't being validated properly in class loadout slots
Community requests
Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 capture
Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities
Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong skin