TF2 LIST of BUGS | last updated FRIDAY, 27 MARCH 2020

Bugs listed so far: 812 | 12 articles, 249 sections, 812 clauses

This list is a collection of various bugs found throughout the Internet, mainly Reddit, GitHub, and the TF2 Wiki. Credit is given to their authors. Bugs, errors, inconsistencies, and other known issues found in the Microsoft Windows, macOS, and Linux platforms of Team Fortress 2 are found here. Bugs found in the Xbox 360 and PlayStation 3 platforms are not covered here.

Please note that this list may not be 100% accurate or complete.

Please contact me if you would like to add a bug.

I can be reached via these media:

Steam: http://steamcommunity.com/profiles/76561198255817810

TF2 Wiki: https://wiki.teamfortress.com/wiki/User:TeutonicTea

Reddit: https://www.reddit.com/user/TeutonicTea/

Pastebin: https://pastebin.com/u/TeutonicTea

Discord: Flurbury#6649

[1] Weapon bugs:

[1.1] Shortstop bugs:

[1.1.1] If the player has their model detail set to medium or lower, the Scout will not break open the Shortstop to place bullets inside during each reload.

[1.1.2] If the player shoves an enemy to their death (via fall damage, suicide or environmental hazards) while dealing no other damage, it will not count as a finish off.

[1.1.3] If a player is killed via shove damage, it will count as a suicide.

[1.2] Soda Popper bugs:

[1.2.1] The 'Hype' meter can be charged and activated during Humiliation.

[1.2.2] On 4:3 resolutions, the 'Hype' meter will overlap the objective HUD.

[1.2.3] Equipping the Soda Popper along with the Atomizer will cause the multi-jump sound effect to play on a triple jump, even though 'Hype' is not activated.

[1.2.4] When viewed in the class selection screen, a shell can be seen behind the Crit-a-Cola portion of the Soda Popper.

[1.2.5] If the player opens a resupply locker to switch weapons while 'Hype' is activated, the Soda Popper's effects will be present on the swapped weapons.

[1.2.6] Activating the Soda Popper loops the sound to ear-splitting levels. This may not be limited to the Soda Popper only.

[1.3] Baby Face's Blaster bugs:

[1.3.1] On 4:3 resolutions, the 'Boost' meter will overlap the objective HUD.

[1.4] Lugermorph bugs:

[1.4.1] When "Details" is selected for a Lugermorph obtained from Poker Night at the Inventory, the Mann Co. Catalog will jump to the first item, the Kritzkrieg, likely due to its separate internal item ID from the original.

[1.4.2] No clip is removed or loaded when reloading.

[1.5] C.A.P.P.E.R bugs:

[1.5.1] The Killstreak sheens for the C.A.P.P.E.R travel upwards towards the top fin instead of towards the front like standard weapons.

[1.5.2] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.

[1.6] Bonk! Atomic Punch bugs:

[1.6.1] On hit effects, such as the ones triggered by the Blutsauger, will trigger as any normal attack would.

[1.6.2] If the player commits suicide while under the effects of the Bonk! Atomic Punch, the kill will be awarded to the last player on the enemy team who dealt damage using a weapon against the original player, even if their character was temporarily invincible at the time the damage was taken.

[1.6.3] Despite being unable to capture a control point while under the effects of the Bonk! Atomic Punch, if a Scout is standing on one when it is captured, the Scout will still receive points for the capture.

[1.6.4] If a Soldier performs the Kamikaze taunt near a Scout who is under the effects of the Bonk! Atomic Punch, the game will register that the Soldier has killed the Scout, even though the Scout takes no damage.

[1.6.5] If a Scout is knocked into the air while drinking, it will consume the Bonk! Atomic Punch, but no effect will be applied.

[1.7] Mutated Milk bugs:

[1.7.1] Taunting while holding the Mutated Milk will cause the bread monster inside the jar to stop moving. This can be fixed by switching to another weapon.

[1.8] Flying Guillotine bugs:

[1.8.1] The cleaver can pass through thin walls (less than 16 Hammer units thick) such as setup gates when thrown at the correct angle.

[1.8.2] Enemies killed and turned into ragdolls are sent flying at a strange angle sideways.

[1.8.3] Deflected cleavers do not deal mini-crit damage to enemies.

[1.8.4] When using the minimal HUD, the recharge meter may be labeled as "LEAVER".

[1.8.5] Holding down the secondary attack key while throwing the Flying Guillotine will stop the Scout's weapon from changing while the key is held. If the key is held down until the Flying Guillotine has recharged, it will be thrown again, but no animation will be played for it. Additionally, other players will still see the Scout holding the Flying Guillotine while the key is held down.

[1.9] Batsaber bugs:

[1.9.1] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.

[1.9.2] If a Specialized or Professional Killstreak Kit is applied to the Batsaber, the white glowing center will turn transparent whenever the sheen appears.

[1.10] Sandman bugs:

[1.10.1] Rarely, if a player throws the baseball at a wall while the Scout is in close range and they pick it up off the ground, let it refill, or opens a resupply locker, the recharge bar will be full but the baseball will be missing resulting in it not being usable until the player dies.

[1.10.2] Sometimes, if an enemy Pyro uses their compression blast to send the baseball back and it hits a friendly player, the Scout may play a voice line implying the baseball had hit an enemy.

[1.10.3] In instances where the recharge meter is full, and the Scout holds the baseball ready, it cannot be launched.

[1.10.4] Slowing opponents while they are taunting will make them able to move at the reduced slow speed before the taunt's completion, unless a moonshot is achieved.

[1.10.5] If the player throws the baseball directly on their feet, they will immediately retrieve the baseball, leading to the Scout showing the animation, but not launching the baseball.

[1.11] Holy Mackerel and Unarmed Combat bugs:

[1.11.1] Assisted fish/arm kills with the Holy Mackerel or the Unarmed Combat are not highlighted in the kill feed like other kills and assists.

[1.12] Candy Cane bugs:

[1.12.1] If a Heavy equipped with the Sandvich picks up a small health kit dropped by the Candy Cane, it will not replenish his Sandvich.

[1.12.2] The textures lack a difference between low and medium texture detail settings.

[1.13] Wrap Assassin bugs:

[1.13.1] If a player is hit by a friendly Scout's ornament that was deflected by an enemy Pyro, that player will take no damage, even though the bleed icon appears on the HUD.

[1.14] Rocket Launcher bugs:

[1.14.1] While reloading, the Rocket Launcher will occasionally appear to load an extra rocket.

[1.15] Direct Hit and Liberty Launcher bugs:

[1.15.1] The Direct Hit and the Liberty Launcher use player lightwarp textures instead of weapon lightwarp textures.

[1.16] Rocket Jumper bugs:

[1.16.1] When reloading, the Soldier's left hand clips through the front of the weapon.

[1.17] Cow Mangler 5000 bugs:

[1.17.1] This weapon does not glow when mini-crit boosted.

[1.17.2] The Cow Mangler 5000's projectile can pass through thin walls, such as setup gates when fired at the correct angle.

[1.17.3] The Cow Mangler 5000 will fire a charged shot even if the charging process is interrupted by getting stunned, or the Soldier's team losing.

[1.17.4] Deactivating an enemy Sentry Gun during Humiliation will cause them to reactivate afterward and shoot the winning team.

[1.17.5] The fire damage self-inflicted on the Soldier by the Cow Mangler 5000 is treated as an environmental hazard. As such, the last enemy to injure the player will be credited in the kill feed should the Soldier die from the afterburn damage.

[1.17.6] If the player changes from the Cow Mangler 5000 to another primary weapon using a resupply locker while charging a shot, they will be stuck with the slower moving speed until they change classes or finish firing the charged shot. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=UC8RKWcPLRY

[1.17.7] Rarely, after a moment of not firing, the Soldier will automatically reload the Cow Mangler 5000's clip, regardless of the player's automatic reload setting.

[1.17.8] When minimizing the game with the Cow Mangler 5000 equipped, the ammo portion of the HUD may disappear. Looking at the scoreboard may fix this.

[1.17.9] When killing a player going to destroy the payload cart on Hightower, the Soldier will be awarded a Kamikaze taunt kill.

[1.17.10] Killing a player with a charged shot may not display the crit death icon if it was a direct hit.

[1.17.11] The idle particle effects appear when the player is killed when having the Cow Mangler 5000 as the active weapon (such as spectating someone else).

[1.18] Original bugs:

[1.18.1] The reloading sound effect does not play. Instead, it defaults to the Rocket Launcher's reloading sound effect. However, other players can hear the reloading sound effect playing.

[1.19] Beggar's Bazooka bugs:

[1.19.1] Rockets will occasionally hang stationary in the air until a player runs into it.

[1.19.2] If a player on the losing team is loading rockets as the round ends, the sound will keep playing through Humiliation.

[1.19.3] If the player keeps holding the primary attack key after losing, the Soldier will keep loading, then will misfire and fire three rockets during Humiliation, potentially killing the other team.

[1.19.4] Taunting after loading a rocket will not release the rockets from the player's weapon clip. Additionally, partner or group taunts will store the rockets in the same way; they will be released if the taunt ends or if the taunt key is pressed again. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=3r-tlpdzAMM

[1.20] Buff Banner bugs:

[1.20.1] The Buff Banner's bugle is missing rimlights/phong shading/lightwarp textures.

[1.21] Concheror bugs:

[1.21.1] The health regeneration rate will reset if the player rocket jumps with the Rocket Jumper.

[1.21.2] If a player holds down the primary attack key after the end of activation to keep a buff ready for deployment, the Soldier will lower the Concheror. The other backpack weapons have the Soldier keep his bugle held until the key is released.

[1.21.3] The Strange Concheror can rank up during battles against bots and when sv_cheats is set to 1.

[1.22] Righteous Bison bugs:

[1.22.1] The attribute "-34% clip size" is missing.

[1.22.2] The Righteous Bison's projectile can pass through thin walls, such as setup gates when fired at the correct angle.

[1.22.3] Rarely, after a moment of not firing, the Soldier will automatically reload the Righteous Bison's clip, regardless of the player's automatic reload setting.

[1.22.4] In the client view, while crouching, the projectile will appear to fire much higher than the weapon model.

[1.22.5] When minimizing the game with the Righteous Bison equipped, the ammo portion of the HUD may disappear. Looking at the scoreboard may fix this.

[1.23] B.A.S.E. Jumper bugs:

[1.23.1] One can craft the B.A.S.E. Jumper with incorrect slot and class tokens (i.e. Demoman class token with Secondary slot token).

[1.23.2] If a player dies with a deployed parachute, the parachute will stay open while the player's ragdoll falls at standard speed.

[1.24] Panic Attack bugs:

[1.24.1] Due to this weapon being a primary weapon for the Engineer, it can be crafted using a Soldier, Pyro or a Heavy class token and a Primary slot token in place of Secondary slot.

[1.25] Pain Train bugs:

[1.25.1] Fire and projectile damage from the Huntsman may inadvertently be increased against the player.

[1.26] Half-Zatoichi bugs:

[1.26.1] The character loadout shows the Demoman wielding the Half-Zatoichi with one hand instead of with both hands. A Spy disguised as a Demoman wields the Half-Zatoichi one-handed as well.

[1.26.2] It is possible to get the Demoman achievement "Scotch Tap" twice with the Half-Zatoichi.

[1.26.3] In Mannpower, using the Grappling Hook via the action key when the player is below 50 health will kill the player instead of not letting them use the Grappling Hook.

[1.26.4] Performing the Shred Alert, Fresh Brewed Victory, Spent Well Spirits, or the Bad Pipes taunt while using the bloody Half-Zatoichi will taunt with the RED equipment regardless of the team.

[1.27] Disciplinary Action bugs:

[1.27.1] The extra range allows the player to hit enemies completely behind them from a point-blank range.

[1.28] Market Gardener bugs:

[1.28.1] The state of "launched by explosion" can be prolonged by bunny hopping, which allows the Market Gardener to crit after technical landing, and can theoretically be extended indefinitely.

[1.28.2] There is sometimes a glitch when playing the game with DirectX 8 that causes the model to flip backward.

[1.28.3] The Market Gardener uses player lightwarp textures instead of weapon lightwarp textures.

[1.29] Flame Thrower bugs. For more information, visit https://docs.google.com/document/d/1EqUMvk3dpO1gLQLmUaHn7DyLrK-dj3qnPzz8Mb21-vw/edit:

[1.29.1] Rarely, when the Flame Thrower is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.

[1.29.2] Compression blast cooldown is increased after swapping weapons. This affects the Pyro’s ability to deflect continuous projectile fire. Swapping weapons does not increase the cooldown of any other weapon.

[1.29.3] The pilot light on the Botkiller variants does not appear.

[1.29.4] Using a voice command will cause the Flame Thrower to follow the Pyro's left hand.

[1.30] Backburner bugs:

[1.30.1] The attribute "No random critical hits" is missing.

[1.30.2] Rarely, when the Backburner is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.

[1.30.3] Using a voice command will cause the Backburner to follow the Pyro's left hand.

[1.31] Degreaser bugs:

[1.31.1] Rarely, when the Degreaser is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.

[1.32] Phlogistinator bugs:

[1.32.1] In some cases, when the player switches from Pyro to another class, they will have only 50 ammo.

[1.32.2] Occasionally after activating 'Mmmph', the charged particle effect may remain on the muzzle of the weapon. This can be easily fixed by switching to another weapon and then back again.

[1.32.3] After activating 'Mmmph' followed by switching classes, the 'Mmmph' glowing particle effect will be present when taunting.

[1.32.4] 'Mmmph' gained is not reduced to reflect damage resistance. For example, hitting a Spy protected by the Dead Ringer will enable the Pyro to fill his 'Mmmph' meter, despite the Spy not having enough health to do so normally.

[1.32.5] In some cases, fire particles still in the air while activating 'Mmmph' will also be crit boosted.

[1.32.6] If 'Mmmph' is activated and the round changes, the effect will continue until the 'Mmmph' meter is depleted.

[1.32.7] If the player is switched to the enemy team when the round ends with a full 'Mmmph', the charged particle effect in client view will still be the old team's color.

[1.32.8] Performing a taunt with a full 'Mmmph' will cause the charge particle effect to disappear. This bug can be fixed by switching weapons.

[1.32.9] If the player activates 'Mmmph', and then quickly picks up a different flame thrower from the ground, the new weapon will retain the remaining crit boost gained from 'Mmmph'.

[1.32.10] The Pyro's hands do not hold this weapon when inspecting it.

[1.33] Rainblower bugs:

[1.33.1] This weapon does not glow when crit boosted. Furthermore, when crit boosted, the sound it makes is of the Flame Thrower.

[1.33.2] While spectating a player with the Rainblower, the default particles from the Flame Thrower shoot out.

[1.33.3] As with most other taunts, performing the Armageddon taunt and being knocked into the air will cancel the taunt but not its animation. However, it will also leave the taunt's particle effects at the place the taunt was initially performed, though it will not damage enemies. This will also occur if the player is killed during the taunt animation.

[1.34] Dragon's Fury bugs:

[1.34.1] The projectile can go through thin walls such as setup gates when fired at a correct angle.

[1.34.2] This weapon deals 75 damage to buildings, despite the fact that they are not actually on fire at all times.

[1.35] Flare Gun bugs:

[1.35.1] The movement of the hammer seem to be reversed. When ready to fire, the hammer is uncocked. In the middle of firing, the hammer is cocked, and the Pyro's action of resetting the hammer does not line up.

[1.35.2] It is possible to damage yourself with the Flare Gun. It will only ever deal 25 damage and the kill icon is that of the Detonator. This also works with the Manmelter. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=GCGY2JTh-wI

[1.36] Detonator bugs:

[1.36.1] Being affected by the detonation explosion (even by self-damage) will remove the visual effects of Jarate and bleeding from the player's screen.

[1.36.2] When an enemy is hit with a detonated flare, the blood particles will come from where the flare was detonated, instead of the player.

[1.36.3] Firing the Detonator underwater will not fire any flares or waste any ammo, but will immediately play the sound of a flare impacting a surface with no effect.

[1.36.4] The Detonator's kill icon is cut off; the explosion is missing.

[1.36.5] The movement of the hammer seem to be reversed. When ready to fire, the hammer is uncocked. In the middle of firing, the hammer is cocked, and the Pyro's action of resetting the hammer does not line up.

[1.37] Manmelter bugs:

[1.37.1] When the Manmelter's projectile is deflected, it is deflected as a flare.

[1.37.2] The crits counter does not show when the active weapon is not the Manmelter.

[1.37.3] Holding down the secondary attack key while taunting will cause the weapon's ash-sucking visual effect to be stuck even if the Pyro switches to a different weapon.

[1.37.4] While holding down the secondary attack key after having saved up charges, trying to fire while still holding the secondary attack key plays the animation of firing a critical shot. Saved critical shots are rapidly lost during this sequence.

[1.37.5] Occasionally the ash-suck particle effect may not appear.

[1.37.6] When using the minimal HUD, the crits counter will overlap with the 'Mmmph' meter.

[1.38] Scorch Shot bugs:

[1.38.1] The flare can pass through thin walls, such as setup gates when fired at the correct angle.

[1.38.2] If the player taunts and is moved, the flare will still fire from the original place.

[1.38.3] If the player fires the last flare and taunts, the player is still able to perform the Execution taunt.

[1.38.4] If the player is crit boosted while taunting, the flare will instead deal critical damage rather than instantly killing the target.

[1.39] Gas Passer bugs:

[1.39.1] Being soaked by the Gas Passer, then explosive jumping with the Rocket Jumper or the Sticky Jumper will still light the user on fire, despite the fact that they deal no damage to the user.

[1.40] Thermal Thruster bugs:

[1.40.1] There is severe clipping on the undeployed Thermal Thruster model with itself.

[1.41] Axtinguisher bugs:

[1.41.1] The Festive variant does not glow when crit boosted.

[1.41.2] The Festive variant's viewmodel is not affected by minimized viewmodels.

[1.41.3] The ribbons on the Festive variant will occasionally deform.

[1.42] Lollichop bugs:

[1.42.1] This weapon does not glow when crit boosted.

[1.43] Hot Hand bugs:

[1.43.1] If the player assists a slap kill, the kill icon will not be highlighted in the kill feed like other kills and assists.

[1.43.2] Taunt kills with the Hot Hand will announce two kills in the kill feed: one for the Hadouken kill and one for a slap kill.

[1.43.3] This weapon's viewmodel is not affected by minimized viewmodels.

[1.43.4] The weapon's damage penalty is actually 15%, not the 20% stated in the description.

[1.44] Loch-n-Load bugs:

[1.44.1] Grenades fired bounce off certain dynamic surfaces such as the moving walkways of Nucleus, as well as teammates.

[1.44.2] The Demoman achievement "Glasg0wned" cannot be earned with the Loch-n-Load.

[1.45] Ali Baba's Wee Booties and Bootlegger bugs:

[1.45.1] If a Spy changes their disguise from a different class to a Demoman wearing Ali Baba's Wee Booties or the Bootlegger, their disguise weapon will be that of the previous disguise. For example, if they were a Pyro wielding the Degreaser before changing to a Demoman wearing Ali Baba's Wee Booties or the Bootlegger, their disguise will still be wielding the Degreaser, but be a Demoman to enemy players.

[1.46] Loose Cannon bugs:

[1.46.1] Deflected cannonballs do not deal mini-crit damage.

[1.46.2] Since the cannonball impact is considered to be explosive damage, it will gib players on kill should their health be low enough.

[1.46.3] The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.

[1.47] Iron Bomber bugs:

[1.47.1] Due to how the model is rigged, the barrels do not spin during the firing animation.

[1.47.2] The Iron Bomber uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrels.

[1.48] Stickybomb Launcher bugs:

[1.48.1] The Demoman achievement "Sticky Thump" can sometimes be earned with the Stickybomb Launcher.

[1.48.2] Actions such as switching weapons and attacking using your melee weapon either blocks or delays your ability to detonate stickybombs. Further investigation reveals that this did not happen in earlier versions of Team Fortress 2. While part of this bug has been fixed in the December 13, 2017, patch, it still persists. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=AtPeAzYuXaE

[1.48.3] When changing the styles on the Festive variant, the preview does not show the light bulbs.

[1.48.4] Stickybombs fired at a moving target will be stuck in the air at the point where the stickybomb and the target met. This can also happen with targets that have the ability to move, but have yet to do so, such as the rocket on Doomsday.

[1.48.5] Stickybombs do not leave an explosion mark on the ground. Other projectiles, like rockets and grenades, do leave one.

[1.49] Chargin' Targe bugs:

[1.49.1] This weapon's worldmodel does not glow when crit boosted.

[1.49.2] The Festive variant does not glow when crit boosted.

[1.49.3] When active, after respawning after death while equipped with the Chargin' Targe, a non-interactive model can be seen through textures and players.

[1.50] Scottish Resistance bugs:

[1.50.1] Stickybombs that automatically detonate after the fifteenth one is fired will not destroy enemy stickybombs.

[1.50.2] If the player automatically reconnects to a server after they timeout, the stickybombs they have placed will lose their glows, but can still be detonated.

[1.50.3] If the player disables Payload cart glow in Advanced multiplayer options running DirectX 9, the Scottish Resistance's stickybombs will also stop glowing.

[1.50.4] If the stickybombs are detonated while they are moving (i.e. immediately after they are pushed by compression blast, rockets, grenades, or while in mid-flight) the kill feed will show the Stickybomb Launcher's kill icon.

[1.50.5] The Scottish Resistance does not have shading/phong/lightwarp textures.

[1.51] Sticky Jumper bugs:

[1.51.1] The Demoman achievement "Second Eye" can sometimes be earned with the Sticky Jumper.

[1.52] Splendid Screen bugs:

[1.52.1] This weapon's worldmodel does not glow when crit boosted.

[1.53] Quickiebomb Launcher bugs:

[1.53.1] In Mannpower, the Quickiebomb Launcher is unaffected by the Precision powerup.

[1.54] Eyelander, Horseless Headless Horsemann's Headtaker, and Nessie's Nine Iron bugs:

[1.54.1] Killing someone and then switching to another melee weapon with the resupply locker will retain the eye effect on the Demoman.

[1.55] Ullapool Caber bugs:

[1.55.1] The Ullapool Caber may sometimes appear detonated when it is not. This can occur after hitting a friendly building, a pumpkin bomb, an enemy, or the resupply locker as it opens. It will sometimes not deliver the explosive damage to the enemy but will still deal full explosion damage to the player. Additionally, switching to another weapon after detonating the Ullapool Caber may result in it appearing undetonated.

[1.55.2] The Ullapool Caber does not mini-crit when used with the Chargin' Targe, Splendid Screen, or the Tide Turner.

[1.55.3] While stickybomb jumping with the Ullapool Caber as the active weapon, the Demoman will say voice lines which should normally be played when scoring an explosive hit.

[1.55.4] Taunting with any action taunts that use props (Shred Alert for example) while using the Ullapool Caber will taunt with the Ullapool Caber instead. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=HPZeZVnJPIQ

[1.56] Minigun bugs:

[1.56.1] Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound will still be shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun will appear to be firing upwards; it will then stop "shooting", and move up and down several times, then continue in its normal state.

[1.56.2] If the Minigun is spun up with one bullet left, lightly tapping the primary attack key will cause the Minigun to appear to be firing without any ammo.

[1.57] Iron Curtain bugs:

[1.57.1] If a player's internet connection is lost then regained while the Iron Curtain is being wound up, the sound of the Iron Curtain being wound up is heard, but the barrel does not spin up. This can easily be corrected by winding up the Iron Curtain again.

[1.58] Natascha bugs:

[1.58.1] The damage resistance while spun up is not affected by critical hits, causing the Heavy to receive full damage instead.

[1.58.2] When empty, the dry fire sound does not loop properly and cuts out after 8 clicks.

[1.59] Brass Beast bugs:

[1.59.1] The damage resistance while spun up is not affected by critical hits, causing the Heavy to receive full damage instead.

[1.59.2] During deployment, the sound of the Brass Beast will pause for a brief second before resuming at a louder volume.

[1.59.3] While firing, the bullets will seem to originate from the right of the Brass Beast in client view.

[1.59.4] In some instances, it can appear as if the gun is shooting in a different direction to where it is. This can be encountered when a Heavy is shooting below him while on a ledge.

[1.60] Tomislav bugs:

[1.60.1] When firing, the muzzle flash may not be correctly displayed.

[1.60.2] The Tomislav's ambient occlusion bake is inconsistent with the model; the portion where the gun attaches to the barrel is inconsistent from where the ambient occlusion bake shows the attachment's shadow should be.

[1.61] Huo-Long Heater bugs:

[1.61.1] The fire ring can damage enemies while underwater.

[1.61.2] The ring still can have an afterburn effect on a Pyro, if the Pyro has been injured by another Huo-Long Heater.

[1.62] Sandvich bugs:

[1.62.1] If the Sandvich is the active weapon during Humiliation, it can still be thrown by using the secondary attack, and taunting will still restore the player to full health.

[1.62.2] When a player consumes the Sandvich with the FrankenHeavy item set equipped, the Sandvich's eating time is reduced to three seconds. However, the healing rate does not change, so the Heavy only heals up to 225 health.

[1.62.3] The Festive variant does not glow when crit boosted.

[1.63] Robo-Sandvich bugs:

[1.63.1] The attribute "Eat to regain up to 300 health. Alt-fire: Share a Sandvich with a friend (Medium Health Kit)" is missing.

[1.63.2] If the Robo-Sandvich is the active weapon during Humiliation, it can still be thrown by using the secondary attack.

[1.63.3] When a player consumes the Robo-Sandvich with the FrankenHeavy item set equipped, the Robo-Sandvich's eating time is reduced to three seconds. However, the healing rate does not change, so the Heavy only heals up to 225 health.

[1.64] Dalokohs Bar bugs:

[1.64.1] If the Dalokohs Bar is the active weapon during Humiliation, it can still be thrown by using the secondary attack, and eaten via taunting.

[1.65] Fishcake bugs:

[1.65.1] The player can use the restore option on the Fishcake to make it tradable.

[1.65.2] The BLU texture is missing the normal map.

[1.66] Buffalo Steak Sandvich bugs:

[1.66.1] The speed increase from the Buffalo Steak Sandvich overrides the speed increase from the Disciplinary Action and Concheror, so a Heavy hit with the Disciplinary Action or buffed with the Concheror will move faster than a Heavy who has eaten a Buffalo Steak Sandvich and also been hit with the Disciplinary Action or buffed with the Concheror.

[1.66.2] If the Buffalo Steak Sandvich is the active weapon during Humiliation, it can still be thrown around by using the secondary attack.

[1.67] Second Banana bugs:

[1.67.1] Two of the peels have their jigglebones reversed.

[1.68] Warrior's Spirit bugs:

[1.68.1] This weapon is missing rimlights/phong shading/lightwarp textures.

[1.69] Fists of Steel bugs:

[1.69.1] Damage from most taunts is reduced by the Fists of Steel as if they were ranged attacks. In fact, only the Decapitation, Dischord, and the Fencing taunt are not treated this way.

[1.70] Holiday Punch bugs:

[1.70.1] This weapon does not glow when crit boosted.

[1.70.2] If a player has performed the High Five! taunt, landing a critical hit on that player from the front with the Holiday Punch will cause the Heavy and his enemy to taunt. The same will happen for two enemies if the players crit the enemy facing the one who performed the taunt.

[1.70.3] The Strange Holiday Punch counts tickles as times the player has hit an enemy with a critical hit, therefore even if the enemy is already laughing or taunting, the counter will still rise. This also means that other Heavies wearing the Holiday Punch that are forced to laugh will not increase the counter.

[1.71] Frontier Justice bugs:

[1.71.1] When dying while having revenge crits, occasionally the crit sound will continuously loop until the map changes or the player reconnects to the server.

[1.71.2] While performing the Thriller taunt, the guitar gibs still spawn in front of the Engineer.

[1.71.3] Revenge crits can be carried over from the warm-up stage to the beginning of the round in Competitive Mode.

[1.72] Widowmaker bugs:

[1.72.1] Due to rounding, sometimes the amount of metal gained by a shot will be slightly less than the damage value displayed.

[1.73] Pomson 6000 bugs:

[1.73.1] The attribute "-34% clip size" is missing.

[1.73.2] The projectiles fired by the Pomson 6000 are fired slightly below the reticule.

[1.73.3] Rarely, after a moment of not firing, the Engineer will automatically reload the Pomson 6000's clip, regardless of the player's automatic reload setting.

[1.73.4] While holding down the primary attack key, if you hold down the secondary attack key simultaneously the Pomson 6000 will be placed into a loop of the reloading animation until both keys have been released.

[1.74] Rescue Ranger bugs:

[1.74.1] Deflected bolts from Pyros do not heal buildings.

[1.74.2] When hauling a Level 3 Sentry Gun from a distance, the player may be unable to deploy it.

[1.74.3] Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.

[1.74.4] If the Engineer hauls a building when a Spy just sapped it, the Engineer will successfully pack up, however, before redeploying the building, the Sapper model will appear on the blueprint and will constantly damage it, but since it is impossible to damage the building while hauled, the building health will keep regenerating as well. If the player deploys the building, the Sapper will not be able to be destroyed, but the building still works normally.

[1.74.5] Rescue Ranger kills count as Sentry Gun kills in Engineer contracts.

[1.74.6] When crouching, the bolts are fired from above the actual location.

[1.75] Wrangler bugs:

[1.75.1] The laser emitted from the Sentry Gun while using the Wrangler may travel through some walls and occasionally move back and forth very quickly.

[1.75.2] Picking up a wrangled Sentry Gun will leave the Wrangler shield visual effect in place for a short time. Also, upon deploying the Sentry Gun and wrangling it, the laser will emit from strange points, such as enemy Sentry Guns. This can be fixed by switching to another weapon then back to the Wrangler.

[1.75.3] Using a wrangled Sentry Gun while the Sentry Gun is placed on a moving platform will result in the shield being left behind when the platform and the Sentry Gun move.

[1.75.4] There is currently a glitch which causes the targeting laser of the Sentry Gun to be emitted from the eyes of allies when the player aims at them. This can make it somewhat harder to aim at enemies. The glitch is only present on the player's screen; no other players will see the effect.

[1.75.5] The Sentry Gun can retain the shield and laser effects even when the Wrangler is not the currently held weapon. It may still operate normally, without taking reduced damage, but may also retain the wrangled behavior, including a functional shield, if the player builds the Sentry Gun and then changes his character loadout to equip the Wrangler. The glitch persists upon the death of the Sentry Gun's owner and can be fixed by switching to the Wrangler then switching away to another weapon.

[1.75.6] Using the Wrangler to kill enemies with Sentry Gun rockets will produce the Level 3 Sentry Gun kill icon instead of that of the Wrangler.

[1.75.7] Once a Level 3 Sentry Gun is directed to fire rockets, it will not play the normal rocket reloading animation.

[1.75.8] If pointing the Sentry Gun at a far distance, the laser will appear to move rapidly away from the player's crosshair, but the Sentry Gun will still fire at the player's crosshair.

[1.75.9] The Engineer achievement "Pownd on the Range" can be earned if the Engineer kills himself with his wrangled Sentry Gun outside of the normal range.

[1.75.10] When attaching the "Buildings Destroyed" Strange part to a Strange Wrangler, it will not track buildings destroyed.

[1.75.11] A wrangled Sentry Gun will not reload the first three rockets fired, no matter how much metal the player has.

[1.75.12] The Level 1 Sentry Gun's kill icon is cut off; the bullet present in the three other Sentry Gun kill icons is not included.

[1.76] Giger Counter bugs:

[1.76.1] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.

[1.76.2] The joystick does not move with the Engineer's hand.

[1.77] Short Circuit bugs:

[1.77.1] The secondary attack will haul buildings for approximately 2/3 of a second after weapon switch, instead of destroying projectiles.

[1.77.2] If the player picks up another dropped secondary weapon with the Short Circuit equipped, the Engineer's right hand will always remain invisible regardless of what weapon that player is using until the player re-equips the Short Circuit.

[1.77.3] The Short Circuit actually has part of the Engineer's hand in its actual texture. This can be seen when dropping a Short Circuit.

[1.78] Wrench bugs:

[1.78.1] With flipped viewmodels enabled, the Botkiller variants's robot head will have its normals inverted, making it appear to be see through.

[1.79] Golden Wrench bugs:

[1.79.1] This weapon's worldmodel does not glow when crit boosted.

[1.79.2] If a Spy's Dead Ringer is activated by the Golden Wrench, the Spy will see his death message in the kill feed even though he would normally not be able to see it.

[1.80] Gunslinger bugs:

[1.80.1] This weapon does not glow when crit boosted.

[1.80.2] There is currently an exploit that allows players to use a Mini-Sentry by changing from the Gunslinger, while holding a Mini-Sentry toolbox, to any other melee weapon outside of the respawn area.

[1.80.3] Weapon switching bugs can occur with the Gunslinger and any melee weapon, which creates a glitched client viewmodel of the Gunslinger holding the selected melee weapon at the same time (which should be impossible as they are both melee weapons and thus cannot be used together). It is also possible for the Gunslinger to appear as the Engineer's default glove.

[1.80.4] If the connection to the item server is lost while equipped with the Gunslinger, the Engineer's right arm will be invisible on all weapons.

[1.80.5] Occasionally, the Gunslinger will not load in-game, and the melee weapon slot goes missing. This glitch can be fixed by switching to a wrench of any kind.

[1.80.6] If the player has the Short Circuit and the Gunslinger it will tend to glitch and show a distorted Engineer hand when first deployed, also the Gunslinger uses the pistol animation instead of the Short Circuit's so the Engineer's hand is delayed than the Short Circuit's speed.

[1.81] Jag bugs:

[1.81.1] In some cases, the Jag will not remove the sapper at the other end of a Teleporter.

[1.81.2] The Jag has smoothing errors.

[1.82] Eureka Effect bugs:

[1.82.1] If the player builds a Teleporter with the Eureka Effect and then changes to another melee weapon, the Teleporter will still have the reduced upgrade cost and vice versa.

[1.82.2] If the player suffers knockback during the taunt, they will teleport before the animation completes since taunts are considered complete once interrupted.

[1.82.3] This weapon causes the Widowmaker to give less metal than damage dealt.

[1.83] Construction PDA and Destruction PDA bugs:

[1.83.1] If the player equips a Strange Construction PDA in Mann vs. Machine, the Engineer can lose upgrades and the credits spent on them if they are using the Upgrade Station at the same time as another player using the Engineer's Dispenser or Teleporter.

[1.84] Syringe Gun bugs:

[1.84.1] The glass cylinder is not entirely connected to the two red bases. This can be seen when inspecting the weapon.

[1.85] Crusader's Crossbow bugs:

[1.85.1] When crouching, the Crusader's Crossbow's bolts are fired from above the weapon's actual location.

[1.85.2] This weapon has a model smoothing bug.

[1.85.3] The Festive variant has a model smoothing bug.

[1.86] Medi Gun bugs:

[1.86.1] Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of an ÜberCharge.

[1.86.2] Sometimes, healing a player with any medi gun may result in the heal target getting 1 to 2 health over the maximum overheal for that target.

[1.87] Kritzkrieg bugs:

[1.87.1] In the character loadout, the Medic's model may sometimes still appear to be holding the Medi Gun even when the Kritzkrieg is equipped.

[1.87.2] Performing the Oktoberfest taunt sometimes may not render the healing effects that the Medic inhales.

[1.88] Quick-Fix bugs:

[1.88.1] Being set on fire will cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.

[1.88.2] Dying during an ÜberCharge may cause its sound effect to play until the player disconnects, the map changes or "snd_restart" is entered into the console, much like a previously patched bug with the Kritzkrieg.

[1.88.3] Deploying an ÜberCharge on a disguised Spy will provide them with a healing aura of their team color instead of the disguised team's color.

[1.88.4] A Spy disguised as a Medic equipped with the Quick-Fix will have the regular Medic backpack.

[1.88.5] Despite stating otherwise, the ÜberCharge increases healing by 200% to 300% of normal, rather than raising it 300%.

[1.88.6] After the Tough Break Update, players under the effects of a Quick-Fix ÜberCharge can no longer block control points from being captured by enemies even while standing on one, nor can they physically block the payload cart's progress.

[1.88.7] The Quick-Fix's ÜberCharge does not allow the Pyro to self-detonate jump with the Detonator.

[1.89] Vaccinator bugs:

[1.89.1] The Vaccinator's monitor appears as RED regardless of which team the player is on.

[1.89.2] When automatically team balanced to the other team while possessing an ÜberCharge, it will continue to glow in the original team's color.

[1.89.3] If the player changes weapons while ÜberCharged, the resistance bubble will fade away and will not come back when the player changes back to the Vaccinator.

[1.90] Ubersaw bugs:

[1.90.1] On rare occasions the Ubersaw will kill someone, but not charge up the ÜberCharge meter.

[1.91] Vita-Saw bugs:

[1.91.1] If a Medic with the Vita-Saw dies during an ÜberCharge, it is possible for the meter to read 19% upon respawning. This is likely a rounding error or the result of the charge being slightly depleted after it gets reduced to 20%.

[1.91.2] The Vita-Saw uses player lightwarp textures instead of weapon lightwarp textures.

[1.91.3] The Vita-Saw has a model smoothing error.

[1.92] Solemn Vow bugs:

[1.92.1] The Solemn Vow appears to have a glossy texture while playing in DirectX 8 due to DirectX 8 not rendering normal maps.

[1.92.2] The Solemn Vow does not have a lightwarp texture.

[1.92.3] The plinth is not entirely connected to the actual statue. This can be seen when inspecting the Solemn Vow.

[1.93] Sniper Rifle bugs:

[1.93.1] The Sniper Rifle headshot's kill icon is cut off; the bullet appears to have been cut in half. Interestingly enough, the headshot kill icon for the Ambassador is unaffected, despite being shared with the Sniper Rifle.

[1.94] Huntsman and Fortified Compound bugs:

[1.94.1] Although going underwater with a lit arrow will visibly extinguish it, it is still considered lit and capable of setting enemies on fire.

[1.95] Sydney Sleeper bugs:

[1.95.1] Unscoped Sydney Sleeper shots can extinguish burning teammates.

[1.95.2] The Sydney Sleeper and Classic cannot headshot in certain situations. However, if the weapon is crit boosted and kills an enemy via damage to the head, it will be registered as a headshot regardless.

[1.96] Bazaar Bargain bugs:

[1.96.1] When using the minimal HUD, the head counter will not show up unless the Jarate, Cleaner's Carbine, or the Self-Aware Beauty Mark is equipped.

[1.96.2] Upon reloading, the Sniper does not pull the bolt handle, but instead clips through it.

[1.97] Machina bugs:

[1.97.1] Occasionally, the tracer round will stop around an enemy target despite the shot not registering as a hit.

[1.97.2] When firing under the effects of damage recoil, the Machina may appear to fire two bullets: one firing towards the intended target, and the other firing a few degrees higher at a diagonal angle out of the barrel. This may be caused by the Machina's particle effect. The second shot deals no damage and costs no ammo. This also applies if the players are standing on a moving object such as the payload cart or a train.

[1.97.3] The unique sound effect for reloading the Machina currently does not work.

[1.97.4] In the event of a penetration kill killing more than two players at once, the fanfare sound effect will stack for each additional kill.

[1.97.5] Occasionally, the Machina will incorrectly register a penetration kill when killing only one player. The unique penetration kill icon is shown, and the sound effect is played for everyone on the server.

[1.98] Shooting Star bugs:

[1.98.1] The Killstreak sheens for the Shooting Star travel upwards towards the scope instead of towards the front like standard weapons.

[1.98.2] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.

[1.99] Classic bugs:

[1.99.1] The laser sight visual that is triggered upon charging a shot is an independent entity that is not entirely linked to the Classic. Therefore, if the player starts charging a shot while moving, the laser will be misplaced as if lagging behind the player's motion at the time.

[1.100] Jarate bugs:

[1.100.1] When thrown at a Sentry Buster, the "bomb" part of the model will not be tinted yellow; only the legs will be tinted.

[1.101] Self-Aware Beauty Mark bugs:

[1.101.1] Taunting while holding this weapon will cause the bread monster inside the jar to stop moving.

[1.101.2] Rarely, the bread monster will appear on the enemies head while not being coated in Jarate.

[1.101.3] This weapon does not render in the Sniper's hands in the character loadout.

[1.102] Razorback bugs:

[1.102.1] Dead players can be pinned to broken Razorback gibs by arrows. For example, if a Sniper is killed by the Huntsman quickly after having his Razorback broken, he will be pinned to where the gibs are at the time and end up dangling in midair.

[1.103] Cozy Camper bugs:

[1.103.1] In some cases, when in the character loadout, the Jarate attached to the Cozy Camper may become invisible when seen from an angle when rotated behind.

[1.104] Cleaner's Carbine bugs:

[1.104.1] Sometimes the 'Crikey' meter does not fill correctly when damaging enemies, even if the player deals enough damage to do so. It also cannot be filled by hitting disguised enemy Spies.

[1.104.2] When viewing the worldmodel, the muzzle flash appears to be misaligned with the barrel.

[1.104.3] The 'Crikey' meter will not play a "ding" sound when full.

[1.104.4] The 'Crikey' meter cannot be activated while reloading.

[1.105] Tribalman's Shiv bugs:

[1.105.1] The Tribalman's Shiv's kill icon is pictured upside down. The original kill icon creator has submitted a fix to Valve, but it has not been implemented.

[1.106] Big Kill, Ambassador, L’Etranger, Diamondback bugs:

[1.106.1] The Spy does not put any bullets into the cylinders while reloading the Big Kill, Ambassador, L'Etrangler, or the Diamondback.

[1.107] Enforcer bugs:

[1.107.1] The Enforcer does not deal additional damage to enemies equipped with the Pain Train.

[1.107.2] The speedloader uses the wrong texture, causing it to have an incorrect appearance. It uses the Enforcer's texture, instead of the Revolver's.

[1.108] Diamondback bugs:

[1.108.1] Players will not earn any critical hits for sapped buildings destroyed with regular Diamondback shots.

[1.108.2] If a Spy backstabs with a different primary weapon equipped, the crits will be retroactively awarded as soon as the Spy switches to the Diamondback.

[1.108.3] Destroying a building with the guaranteed crits from the Diamondback will earn another guaranteed crit; however, the counter will not increment to display this. Firing once will set the counter to the correct value.

[1.108.4] When using the minimal HUD, the crits counter will overlap with the cloak meter.

[1.108.5] The maximum number of crits the Diamondback can hold is 35, but its maximum ammo can only reach 30. This is most likely code borrowed over from the Frontier Justice, and was never changed to account for the Diammondback's ammo. For consistency, it should be changed to 30 maximum crits on the Diamondback.

[1.109] Sharp Dresser bugs:

[1.109.1] The attribute "Attack an enemy from behind to Backstab them for a one hit kill." is missing.

[1.110] Black Rose bugs:

[1.110.1] The attribute "Attack an enemy from behind to Backstab them for a one hit kill." is missing.

[1.111] Your Eternal Reward and Wanga Prick bugs:

[1.111.1] Should the player die after switching the Your Eternal Reward or the Wanga Prick to the Knife, respawning may not be possible until they swap classes.

[1.111.2] Being automatically team balanced while holding the Your Eternal Reward or the Wanga Prick will cause the player to respawn with both the Disguise Kit and the Your Eternal Reward or the Wanga Prick equipped. Additionally, switching to the Knife after switching teams once dead will result in the Disguise Kit being unavailable. These problems can be fixed upon death or opening a resupply locker.

[1.111.3] Backstabbing an Engineer while he is hauling a building will result in the kill feed displaying the building's destruction to the enemy team.

[1.111.4] Backstabbing the person you are disguised as while they are holding their melee will occasionally cause your disguise's worldmodel to become the Your Eternal Reward or the Wanga Prick.

[1.111.5] If a Spy backstabs an enemy with the Your Eternal Reward or the Wanga Prick while undisguised and in the line of sight of a Sentry Gun, the Sentry Gun will continue to fire at the Spy until the line of sight is lost.

[1.111.6] Should the Your Eternal Reward or the Wanga Prick be used to backstab an enemy who is then automatically team balanced, the Spy will disguise as a friendly version of that class.

[1.111.7] When using DirectX 8, enemy bodies do not fade away when backstabbed.

[1.111.8] Backstabbing a disguised Spy using the Your Eternal Reward or the Wanga Prick will not give the Spy achievement "Counter Espionage".

[1.111.9] Carrying the intelligence while disguised can still be performed upon acquiring it and backstabbing at the same time. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=TA6KUImxX-Y

[1.111.10] Sometimes, backstabbing a robot in Mann vs. Machine will not disguise the player as the robot.

[1.111.11] The Your Eternal Reward has a model smoothing error.

[1.112] Spy-cicle bugs:

[1.112.1] In some cases, the frost effect that is supposed to surround the Spy-cicle is found at the Spy's feet.

[1.112.2] If a Spy gets hit by fire while stunned by the Razorback, the knife will not vanish but the knife bar will still recharge, and the fire resistance will not extend beyond 2 seconds.

[1.112.3] Backstabbing a cloaked Spy will lead to an invisible frozen corpse. This corpse will react exactly like a normal frozen enemy, but cannot be seen by anybody.

[1.112.4] In Mann vs. Machine, if a Spy has placed a sapper on a robot and then has their Spy-cicle melted while the sapper is on cooldown and was their previous weapon, the Spy-cicle will extinguish the Spy and enter cooldown period, however, the Spy-cicle will still be available for use.

[1.112.5] In Medieval Mode, if a Spy is ignited with the Spy-cicle equipped it will extinguish flames and appear to enter cooldown, though it will still be usable. In rare cases the same situation can lead to the Spy having no weapon at all, resulting in the Spy assuming a reference pose.

[1.112.6] The particles emitted by the Spy-cicle might still be visible when cloaked, even if it has been melted.

[1.113] Disguise Kit bugs:

[1.113.1] Switching classes in the respawn area while disguised hides some bodygroups of the player's model, such as the Pyro's gas mask, the Demoman's legs, and the Heavy's fists.

[1.113.2] The BLU Spy has white cigarettes inside his Disguise Kit, despite them being brown on the player model.

[1.113.3] Lag might sometimes cause the player to undisguise automatically.

[1.113.4] Despite being unable to capture a control point while disguised as an enemy, if a Spy disguised as an enemy is standing on a control point when it is captured, the Spy will still receive points for the capture.

[1.114] Enthusiast's Timepiece bugs:

[1.114.1] The Enthusiast's Timepiece's face does not properly represent the actual amount of cloak available, similar to the Dead Ringer.

[1.115] Quäckenbirdt bugs:

[1.115.1] The attribute "Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping into enemies will make you slightly visible to enemies." is missing.

[1.116] Cloak and Dagger bugs:

[1.116.1] Cloaking with the Cloak and Dagger upon round start will sometimes cause the Spy to not hold up the Cloak and Dagger.

[1.117] Dead Ringer bugs:

[1.117.1] In medium to high lag situations, pulling out the Dead Ringer and attacking at the same time while disguised will keep the player disguised, leaving bullet wounds on the enemy. However, attacks done under this bug deal no damage to players or buildings.

[1.117.2] The Dead Ringer's face does not properly represent the actual amount of cloak available, similar to the Enthusiast's Timepiece.

[1.117.3] If the Dead Ringer is out during a taunt and the Spy takes damage after he is finished taunting, the Dead Ringer will not activate.

[1.117.4] Feigning death on circumstances that should trigger a unique death scream will sometimes issue a normal death scream.

[1.117.5] The damage reduction from the Dead Ringer applies to drowning damage as well. However, the Spy will recover the full amount of health that would have been lost without the Dead Ringer, allowing players to heal themselves by intentionally drowning.

[1.117.6] Activating the Dead Ringer upon round start will sometimes cause the Spy not to hold up the Dead Ringer. This can only be fixed by dying.

[1.117.7] Occasionally, once activated, the kill feed will report that the Spy's killer "got revenge" on him, even if they were not dominated or do not exist. When the Spy is killed by environmental hazards or fall damage, "ERRORNAME" will get revenge on the Spy. These messages are only broadcast to the other team, just like all faked mechanics of the Dead Ringer.

[1.117.8] Causing an enemy Spy to feign death with the Dead Ringer may trigger the domination sound cue and notification, even if said Spy was already being dominated by the player, or if they were not even close to dominating them.

[1.117.9] Some achievements that involve killing cloaked Spies can be achieved by attacking a Spy with his Dead Ringer ready.

[1.117.10] Often the fake body will slide on the ground without moving its actual limbs upon faking your death for enemies.

[1.117.11] When a player holding the Dead Ringer feigns death, a final hit sound does not play (if the player has final hit sounds enabled).

[1.118] Sapper bugs:

[1.118.1] An issue can occur when the Sapper is placed on a building that upgrades to the next level at the same time; the Sapper will be irremovable by both Engineers or Pyros equipped with the Homewrecker, Maul or the Neon Annihilator. Additionally, the sapped building will function as normal, albeit with draining health. Hauling the affected building corrects the problem.

[1.118.2] The idle animation does not play during a replay, causing the needle to remain still.

[1.118.3] Occasionally, if a Spy repeatedly saps one end of a Teleporter while an Engineer attempts to destroy the sapper on the other end, the sapper will be removed from the Engineer's end but not from the Spy's end.

[1.118.4] The Sappers and their placement outlines on robots currently do not render, though the bomb carrier's objective border still draws around the invisible model.

[1.119] Ap-Sap bugs:

[1.119.1] This weapon does not glow when crit boosted.

[1.119.2] The attribute "Place on enemy buildings to disable and slowly drain away its health. Placing a Sapper does not remove your disguise" is missing.

[1.119.3] Upon a feigned death with the Dead Ringer, neither a model is dropped, nor a death response is heard by the player or other players.

[1.119.4] When an Engineer removes the Ap-Sap from a building, the Ap-Sap may respond as if the building was successfully sapped.

[1.119.5] In Mann vs. Machine, after sapping a robot, the Ap-Sap will repeatedly continue to say hacking voice lines, once it has recharged.

[1.120] Snack Attack bugs:

[1.120.1] The attribute "Place on enemy buildings to disable and slowly drain away its health. Placing a Sapper does not remove your disguise" is missing on the Snack Attack.

[1.121] Red-Tape Recorder bugs:

[1.121.1] This weapon does not glow when crit boosted.

[1.121.2] If a sapped building does not start with full health or is damaged during the deconstruction process, it will reach 0 health before the deconstruction animation completes, which will interrupt the animation and "snap" it into the toolbox state.

[1.121.3] If a Teleporter is sapped by the Red-Tape Recorder, and is removed in-between upgrade animations, the arrows pointing to the other end of the Teleporter will be removed.

[1.121.4] If the Red-Tape Recorder is placed on and removed from a building that is still under construction, it will deal some damage to the building.

[1.121.5] If removing the Red-Tape Recorder from constructed Dispensers or Teleporters, said buildings will still work even if they are playing their reconstructing animations.

[1.122] Saxxy bugs:

[1.122.1] This weapon does not glow when crit boosted.

[1.122.2] Switching from the Saxxy to another stock weapon and switching back to the Saxxy will cause the Saxxy to have the attributes of the stock weapon, even when changing classes.

[1.122.3] After being killed, the statue versions of models will still move their mouths while finishing their death lines.

[1.123] Conscientious Objector bugs:

[1.123.1] An applied decal may temporarily disappear. This can usually be fixed by restarting Team Fortress 2 a few times or simply waiting it out.

[1.124] Freedom Staff bugs:

[1.124.1] The golden eagle at the top of this weapon does not glow when crit boosted.

[1.125] Golden Frying Pan bugs:

[1.125.1] If the strange counter on this weapon is reset while playing, it will appear to be a Frying Pan until a resupply locker is used or the player respawns.

[1.126] Necro Smasher bugs:

[1.126.1] If Sentry Quad-Pumpkins is applied to this weapon and is equipped on the Soldier, the Halloween spell will also affect any of the Soldier's rocket launchers (excluding the Cow Mangler 5000) as if they had Squash Rockets applied.

[1.127] Prinny Machete bugs:

[1.127.1] This weapon does not glow when crit boosted.

[2] Map bugs:

[2.1] General map bugs:

[2.1.1] The winch on respawn area doors are not animated on some maps.

[2.1.2] These mechanisms on respawn area doors are not attached to a surface sometimes.

[2.1.3] The wheels are not the same size on all maps.

[2.1.4] The team-colored signs (e.g. 'CONTROL POINT' or 'RESUPPLY') all have a tiny white dot on their right side.

[2.1.5] Angled walls (read: that do not follow the lines of the 3D world grid) will sometimes trigger collisions and nullify movement, sometimes for a short moment, sometimes for longer. This is supposedly caused by floating point approximation. No fall damage is applied, no matter how high the jump was. Forcing ::GetTickInterval() to return 0.0001 raises the randomness factor to practically one, and might even allow for wallbugs on straight walls.

[2.2] Byre (arena_byre) bugs:

[2.2.1] Players can sometimes get stuck in the gates to their respawn area when they open at the start of the round while touching them.

[2.2.2] Killing all enemy players after the match has already ended by capturing both control points will trigger the finale cinematic twice.

[2.3] Granary (arena_granary and cp_granary) bugs:

[2.3.1] There is a walkway near the central control point with a door which is not level with the ground. On the Control Points variant of this map, the door misalignment is even worse, as it is shifted to the right of the walkway.

[2.4] Nucleus (arena_nucleus and koth_nucleus) bugs:

[2.4.1] There are developer textures underneath the stairs near each teams' respawn areas.

[2.4.2] On the RED side of the access building, there are some chairs and consoles that are the wrong color.

[2.5] Sawmill (arena_sawmill, ctf_sawmill, and koth_sawmill) bugs:

[2.5.1] It is possible to clip onto several roofs' edges at each teams' resupply areas. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=beDwK_Sw0Gg

[2.6] DeGroot Keep (cp_degrootkeep) bugs:

[2.6.1] One of the gates in BLU's respawn area can become stuck and not open at the beginning of the round. It is also possible to block gates with the Sandman's baseball. A demonstration of the latter bug can be seen here: https://www.youtube.com/watch?v=vR3Liblb0Vo

[2.6.2] The keep gate may appear to be open or closed improperly. Players will still interact with it as they should, being unable to pass if it should be closed or passing through if it should be open.

[2.6.3] Players can stand on the ledge behind a tree on the cliffside.

[2.6.4] Scouts can get stuck in the ceiling of control point C by double jumping. However, the game will count the Scout as standing on the control point, so BLU and RED Scouts will still capture and defend it, respectively. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=CaAiG32YBqE

[2.6.5] If RED wins, the MVP list will say that they have captured all of the control points and will display the names of people who captured the last control point for BLU under "Winning capture".

[2.6.6] It is possible to land in a specific area inside the mountains across the valley. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=QSMdWDVoh-Q

[2.7] Dustbowl (cp_dustbowl) bugs:

[2.7.1] In stage 2, there is a gap in the wall near the first control point between the Jenkin Coal Co. tower and a wooden frame.

[2.7.2] In stage 3, when BLU's setup doors have not yet opened, the door on the far left cannot be seen when keeping to the wall.

[2.7.3] In stage 3, in RED's final right resupply area, a part of the ceiling near the door has an incorrect texture.

[2.7.4] In stage 2, BLU's far left exit tunnel has a hole in the top right corner.

[2.7.5] In stage 1, there is a displacement seam in BLU's respawn area.

[2.7.6] In stage 1, there is a displacement seam near the top of BLU's middle entrance.

[2.7.7] In stage 1, it is possible to look through a gap near the Jenkin Coal Co. tower to see props not displaying correctly.

[2.7.8] In stage 1, looking at the rocket while standing on the bridge near the first control point will allow you to see part of it not rendered.

[2.7.9] In stage 1, the ladder propped up to the small shack clips slightly into the roof.

[2.7.10] In stage 3, there is a vent near the second control point that is not attached to the wall.

[2.8] Fastlane (cp_fastlane) bugs:

[2.8.1] Due to the improper construction of the map's skybox, Fastlane appears to be floating.

[2.9] Gorge (cp_gorge) bugs:

[2.9.1] After the first control point is captured, BLU bots will not leave their first respawn area.

[2.9.2] RED Engineers are still able to build on the forward respawn ledge if they stand on an outcropping below the ledge while doing so.

[2.9.3] If a Teleporter is placed on the balcony to the right and down the hallway from RED's respawn area, BLU bots will use said Teleporter and be unable to escape it as their pathfinding AI directs them all into a corner.

[2.10] Gravel Pit (cp_gravelpit) bugs:

[2.10.1] If a BLU Engineer builds a Teleporter Exit in the BLU-only area outside the main respawn area, it is possible for a RED Spy to teleport into the BLU-only area.

[2.10.2] In BLU's main respawn area, it is possible to get stuck behind the utility pole to the left of the exit toward control point A. This happens because the ground is uneven, and the area behind the pole is lower than the rest. Players can still escape as certain classes using methods like explosive jumping, but others may have to commit suicide to escape.

[2.10.3] When in Pyrovision, the sky is unaffected.

[2.10.4] The lighting on this map does not display correctly in some places. For example, there is corrugated metal in BLU's respawn area that is black.

[2.11] Junction (cp_junction_final) bugs:

[2.11.1] Players can walk through a computer console in the area outside BLU's respawn area.

[2.11.2] Teleporter Exits can be constructed in BLU's respawn area, letting RED Spies into it.

[2.11.3] RED Scouts with Wingers can effectively bring the game to a halt by jumping onto a lamp in control points A or B until they move or are killed. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=TzFx8psOkbA

[2.12] Mercenary Park (cp_mercenarypark) bugs:

[2.12.1] It is possible for Pyros to shoot flames through BLU's first respawn area's right door.

[2.12.2] Sentry Guns can be placed in BLU's third respawn area.

[2.12.3] There are developer textures in several spots throughout the map.

[2.13] Mossrock (cp_mossrock) bugs:

[2.13.1] Near the second control point, there are invisible clippings that do not correspond to the shape of the ground.

[2.13.2] There is a tray cart in RED's respawn area that can be walked through.

[2.13.3] BLU's left func_respawnroomvisualizer does not block materials behind it properly.

[2.13.4] Your view can glitch out on a sign near control point A.

[2.14] Mountain Lab (cp_mountainlab) bugs:

[2.14.1] Players can be killed through the respawn area gates during Setup time next to the exit on the front left by either explosives or fire when standing right next to the left exit door.

[2.14.2] Players may become stuck on the ladder on the path to the walkway above the archway after control point A.

[2.14.3] Due to the positioning of the truck near control point A, it is possible to get stuck behind it. Classes like the Scout and those with explosive jumping can still escape, though.

[2.15] Powerhouse (cp_powerhouse) bugs:

[2.15.1] A developer texture exists near the drainage pipe platform. It can be seen on the last concrete indentation to the wall on BLU's side.

[2.15.2] It is possible to get enemies into the player team's respawn area through the use of Teleporters.

[2.16] Snowplow (cp_snowplow) bugs:

[2.16.1] It is possible to get stuck on a control point trap by simply jumping on it, though, the player will automatically escape after few seconds. However, when the traps starts to elevate with the player on it, the player is stuck there until killed or until the trap starts going all the way down again.

[2.16.2] It is also possible to get trapped on the train by jumping onto the back with the bomb; while the train is moving, the player is not allowed to leave the bomb.

[2.16.3] Sometimes, parts of a trap will disappear; the parts are still there, but are invisible.

[2.16.4] The music that plays at the beginning of a round is not affected by lowering the music volume in the settings.

[2.17] Standin (cp_standin_final) bugs:

[2.17.1] There is a paint can near control point A that clips into the left side of the building.

[2.18] Steel (cp_steel) bugs:

[2.18.1] In RED's first resupply area, any class that can jump onto the suspended wooden beams above the area with the exits to control points B and E can avoid being transferred to the other respawn area after BLU captures control point B. Touching the ground again will immediately teleport them.

[2.18.2] Before the metal doors on the Dock open, a Pyro on the opposite side of the doors can harm players with their flame thrower.

[2.18.3] If an Engineer builds a Dispenser in front of the resupply lockers in BLU's resupply area, and any class switches their character loadouts with completely different weapons, the player will assume a reference pose. Additionally, if a Heavy changes his melee weapon while standing inside a Dispenser while equipping the Buffalo Steak Sandvich, they will be left with no melee weapon. If the Buffalo Steak Sandvich is eaten, the mini-crits will be granted to the Heavy's minigun instead.

[2.18.4] If a player attempts to go on the launch pad while one of the bridges is extending, they may be caught between the bridge and the control point, resulting in them being pushed inside it. Being inside the control point will count as defending it on RED, and counts as capturing it on BLU. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=SvmHMCFM0gA

[2.18.5] There is no blockbullet brush over the building that houses BLU's first respawn area, so Demomen can fire stickybombs directly into there.

[2.18.6] Players standing on top of the metal net above the large health kit near control point C can be killed with explosives or fire under it.

[2.19] Sinshine (cp_sunshine_event) bugs:

[2.19.1] There are two pumpkins near the central control point that are non-solid.

[2.20] Vanguard (cp_vanguard) bugs:

[2.20.1] There is a displacement seam near each teams' side entrance to the center control point.

[2.21] Well (cp_well) bugs:

[2.21.1] Near each teams' second to last control point, there is a sign that says 'INTELLIGENCE', despite cp_well being a Control Points map.

[2.22] 2Fort (ctf_2fort) bugs:

[2.22.1] If both teams are carrying the others' intelligence and one scores the winning capture, the other carrier will drop the intelligence as Humiliation begins. During subsequent rounds, the intelligence's team-colored silhouette will remain on the map.

[2.22.2] The resupply area doors may remain open even when no player is passing through them.

[2.22.3] The vents on this map are not simple props, but instead have an indent in the wall behind them. This is not consistent compared to other maps, which are just a simple overlay. This bug is also present in 2Fort Invasion.

[2.23] Double Cross (ctf_doublecross) bugs:

[2.23.1] There is a developer texture on the bottom of BLU's stairs coming up from the train tracks.

[2.24] Thunder Mountain (ctf_thundermountain) bugs:

[2.24.1] The forest skyline is missing beyond RED's intelligence platform.

[2.25] Turbine (ctf_turbine) bugs:

[2.25.1] Certain props on the map are not solid and can be walked through.

[2.26] Itemtest (itemtest) bugs:

[2.26.1] It is possible to equip items on classes they are not intended for by spawning a bot of the class that can equip the item, equipping the item on them, and then using the Itemtest menu to change the bot's class.

[2.26.2] Some weapons do not show up in the item selection menus, which means they cannot be equipped. These include the:

Festive Scattergun

Winger

Atomizer

Batsaber

Festive Rocket Launcher

Festive Flame Thrower

Festive Grenade Launcher

Festive Stickybomb Launcher

Festive Minigun

Festive Wrench

Crusader's Crossbow

Festive Medi Gun

Festive Sniper Rifle

Machina

Shooting Star

Festive Knife

[2.26.3] If the player has tf_use_min_viewmodels set to 1, using a weapon from Itemtest sets the value to 0.

[2.27] Harvest and Harvest Event (koth_harvest_final and koth_harvest_event) bugs:

[2.27.1] Projectiles can be fired through the boarded-up window at the top of the front of each respawn area's exterior.

[2.28] Ghost Fort (koth_lakeside_event) bugs:

[2.28.1] If the Wheel of Fate is spun and a card chosen while the player is respawning, the effect will be bestowed upon the player, though the icon will be missing from the bottom left side of the HUD.

[2.28.2] If the Whammy fate is selected and players are set on fire, the Pyro will take damage from the initial attack, but will remain visually on fire for the duration of the afterburn. The afterburn deals no damage; however, the Pyro is susceptible to damage increases from the Flare Gun and Axtingusher.

[2.28.3] Rolling the Big Head or the Small Head fate can cause some cosmetic items, such as the MONOCULUS! or various pocket buddies, to flicker very quickly between the scaled size and their normal size.

[2.28.4] Bots do not react to the Dance Off fate properly. They are unable to fire their weapons and still play the taunt animation, but they can still move around during the fate.

[2.28.5] If several players fall through the bottomless pit at the same time, players may get stuck.

[2.28.6] The player can avoid being killed in Skull Island by deploying an ÜberCharge or being the recipient of one as the time-limited explosion occurs. The same can be done by drinking the Bonk! Atomic Punch or having a deployed Dead Ringer.

[2.28.7] Backing far enough into each teams' respawn area will cause the right resupply locker to disappear until you move forward again.

[2.28.8] During a truce, Spies can sap buildings but Engineers cannot remove them.

[2.29] Maple Ridge Event (koth_maple_ridge_event) bugs:

[2.29.1] Players can capture and block the control point by being on the other sides of the walls surrounding it.

[2.30] Probed (koth_probed) bugs:

[2.30.1] As spawning inside the UFO counts as being freshly respawned, any dropped weapons picked up by the player will instantly become discarded once they enter it.

[2.31] Viaduct and Eyeaduct (koth_viaduct and koth_viaduct_event) bugs:

[2.31.1] Near the middle pathway in each teams' yard, there is a wooden beam that has an invisible face.

[2.32] Bigrock (mvm_bigrock) bugs:

[2.32.1] Climbing to the top of the large rocks scattered throughout the map will make Spy robots unable to reach their target. More information about this bug can be seen here: https://www.youtube.com/watch?v=s3agSQAUgxs

[2.32.2] Players can rocket or stickybomb jump on the two pillars beside the respawn area and the Mann Co. Store sign.

[2.32.3] Rarely, near the last third of the sixth wave, if one or more players leave and are matched back onto the server, the spawn rate of the robots will drastically decrease, and many robots will not spawn at all. If a special class (Spies, Snipers) is active when this occurs, they will spawn in groups of two at a speed of about once per thirty seconds. When this occurs, friendly Sentry Guns will attempt to target players, though they will not do any damage. The only known method to overcome this bug is to restart the game entirely.

[2.33] Decoy (mvm_decoy) bugs:

[2.33.1] Robots can get stuck on the bomb if it is dropped on the right side of the house in the middle.

[2.34] Ghost Town (mvm_ghost_town) bugs:

[2.34.1] When using the minimal HUD, the bar on the top will not display correctly.

[2.34.2] Some of the zombie reskins encountered on this map do not have an animation for jumping into the bomb hatch; as a result, they appear to simply vanish when the wave is failed.

[2.34.3] Sentry Busters will spawn with Demoman upper arms levitating at their sides, and Spine-Chilling Skulls on their invisible heads when Eternaween is activated.

[2.35] Mannhattan (mvm_mannhattan) bugs:

[2.35.1] macOS users currently have a bug which times out the player before and during the wave.

[2.35.2] Rarely, it is possible for there to be no bomb, regardless of spawning bots. It is likely this is caused by the bomb being trapped behind the spawn gate. This can be fixed by killing all the robots that are outside of their spawn area.

[2.35.3] Rarely, stray radio waves will appear in midair, even if no robots are under them when robots successfully capture a gate.

[2.35.4] Rarely, the gate before gate A will appear to be still open, even though the gate closing sound plays and there are no robots passing through it before it closes. The same situation may apply to gate A when gate B is captured.

[2.36] Mannworks (mvm_mannworks) bugs:

[2.36.1] The player can build on the rocks near the left side of the robots' spawn area.

[2.37] Rottenburg (mvm_rottenburg) bugs:

[2.37.1] It is possible to get stuck on the wooden spike barricade in front of the town by responding to a partner taunt.

[2.37.2] When restarting the map during gameplay, a glitch may occur which makes the front (near the robots' spawn area) upgrade station unusable.

[2.37.3] When getting stuck on the wooden spike barricade as a Soldier, shooting yourself with any rocket launcher will consider you airborne, which makes the Air Strike have an increased firing speed and makes the Market Gardener always deal critical hits.

[2.37.4] If a player suicides or is killed on top of the wooden spike barricade, the reanimator will disappear underneath it and cannot be used by a Medic, regardless if the barrier is destroyed or not.

[2.38] Watergate (pd_watergate) bugs:

[2.38.1] Occasionally when loading the map, certain roof textures and the beer symbol on the HUD will not load.

[2.38.2] Beer pickups do not become invisible when Spies are cloaked.

[2.39] Hightower (plr_hightower) bugs:

[2.39.1] There is a glitch that disables one of the teams' ability to push the payload cart, while the other team can still push theirs.

[2.39.2] When killing people about to deploy the payload cart with the Cow Mangler 5000, the Soldier is credited with a Kamikaze taunt kill.

[2.39.3] On the final lifts of each tower, if the payload cart is abandoned and then quickly rejoined while it falls, the payload cart will continue moving down briefly after the platform stops. If this action is repeated, the payload cart can eventually appear to be completely separate and further down from the platform. Players can also appear to be stuck inside the platform in this manner.

[2.40] Helltower (plr_hightower_event) bugs:

[2.40.1] It is possible to go outside the map in certain spots.

[2.40.2] When the speed boost from exiting the clock tower runs out, any speed boost from the Disciplinary Action will also be removed.

[2.40.3] Players do not drop ammo boxes upon death in Hell.

[2.40.4] Killing players with the Half-Zatoichi will not restore your health in Hell.

[2.40.5] It is possible for pumpkin bombs and skeletons to spawn directly on the exit gates of a team's base, preventing them from opening.

[2.40.6] Environmental deaths in Hell will be shown in the kill feed as bumper cars rather than the usual skull and bones, regardless of being finished off or falling into the lava.

[2.41] Nightfall (plr_nightfall_final) bugs:

[2.41.1] In stage 2, the RED payload cart can become stuck at the last slope. It then flips upside down multiple times.

[2.41.2] There are heavy visibility issues near the RED A resupply. When exiting the resupply area (setpos 2513 -8270 257;setang -18 178 0), the building where the payload bridge starts (above the Binksi Logging sign) can be seen with multiple parts being invisible, and completely disappears when the player walks or turns left. If the player walks on the bridge along the rocks and trees, a window of the building with loudspeakers disappears (setpos 2309 -8550 257;setang -17 156 0).

[2.41.3] In stage 2, there is a visible nodraw above a doorway near the center of the map.

[2.41.4] In stage 2, there is a seam in the displacements in the tunnels on both teams' sides.

[2.41.5] In stage 3, there are clip brushes where fences used to be.

[2.41.6] In stage 2, there is a gap in the space between the wall and a deck where the payload carts open the doors.

[2.42] Pipeline (plr_pipeline) bugs:

[2.42.1] In stage A, explosions or fire by the gated wall at the starting gate can harm or kill players standing close enough on the other side.

[2.42.2] In stage C, there is a way to construct buildings on the scale in the back of both teams' respawn area.

[2.43] Badwater Basin (pl_badwater) bugs:

[2.43.1] The door at BLU's second respawn area occasionally fail to open, and will remain shut until the end of the match, guaranteeing victory for RED.

[2.43.2] Teleporter Exits constructed very close to the white pipe near checkpoint A will clip players into the wall.

[2.43.3] Players can get stuck in the signs that pop up on the capture of checkpoint C.

[2.43.4] In BLU's first respawn area, there are chairs in the wrong color behind the glass wall.

[2.43.5] There is a misaligned window before checkpoint C.

[2.43.6] There is a pipe that is not connected to the wall just after checkpoint B.

[2.44] Cactus Canyon (pl_cactuscanyon) bugs:

[2.44.1] If a member of RED stays on the payload cart at checkpoint 2 of stage 2, while in Overtime, the game will count this as the payload cart being pushed forward and will not allow the game to end until any player has been away from it for the usual 5 seconds.

[2.44.2] In stage 1, there are three areas under the map that are accessible and players that are in these areas can still fire onto enemies walking above them but cannot be fired upon.

[2.44.3] In stage 2, the two checkpoints will not be included, but the holographic logos will still appear.

[2.45] Frontier (pl_frontier_final) bugs:

[2.45.1] After Li'l Chew Chew has been delivered and the round has ended, the timer on Li'l Chew Chew will still continue to drop.

[2.45.2] If a RED player is standing in the open door of BLU's second respawn area when the round ends, they will be instantly teleported across the map into the third respawn area.

[2.45.3] If a BLU player pushes Li'l Chew Chew, but not enough to get it out of the BLU-only area, and Li'l Chew Chew retreats, the platform will stop when it gets to the beginning, but Li'l Chew Chew will keep going until it reached the same stopping point as the platform, resulting in Li'l Chew Chew clipping through over half of the platform. It will return to normal when a new round starts.

[2.45.4] Snipers can fire through a window frame near checkpoint 4.

[2.45.5] Li'l Chew Chew may have a model glitch, getting inside the ground and preventing RED players from seeing the engine, which still has a functioning trigger_hurt entity.

[2.45.6] Engineer buildings can be constructed at the bottom of the final pit. If a Teleporter Exit is constructed here, anyone teleported to the bottom of the pit will instantly die from being inside a trigger_hurt entity.

[2.45.7] RED Engineers can build a Teleporter Exit on the border of the entrance to BLU's first respawn area, allowing RED entry if a BLU team member performs a partner or group taunt.

[2.45.8] When checkpoint 4 is captured, any BLU team members who were set to respawn at that time will appear in RED's final respawn area, instead of BLU's intended final respawn area.

[2.45.9] Players can camp RED's second respawn area (BLU's third respawn area) by firing stickybombs at the top of a wall where the invisible walls cause them to fall into the respawn area.

[2.45.10] If an Engineer builds a Dispenser in front of the resupply locker in the back of RED's final left respawn area, and any class switches their character loadouts with completely different weapons, the player will assume a reference pose. Additionally, if a Heavy changes his melee weapon while standing inside a Dispenser while equipping the Buffalo Steak Sandvich, they will be left with no melee weapon. If the Buffalo Steak Sandvich is eaten, the mini-crits will be granted to the Heavy's minigun instead.

[2.45.11] The pool of water at the right exit of BLU's first respawn area does not render correctly. This is because the water does not have its bottom material set to nodraw. The edge of the water is also showing.

[2.45.12] The stairwell directly ahead of checkpoint 2 can be bugged if a RED player is standing behind the door, keeping it open while the second control point is capped. If the door is successfully bugged the door will shut instead of opening and it will not open again during the round, essentially blocking the route.

[2.45.13] Entrance Teleporters can be constructed in one of RED's final respawn areas, due to a lack of the entity func_respawnroom around a resupply locker.

[2.45.14] There is a gap along the left wall immediately exiting BLU's first resupply area.

[2.46] Gold Rush (pl_goldrush) bugs:

[2.46.1] There is a spot near the main deck before stage C, checkpoint 2 where Engineers can build a Teleporter trap.

[2.46.2] In stage C, there are some beams with misaligned textures near BLU's long passageway.

[2.47] Hoodoo (pl_hoodoo_final) bugs:

[2.47.1] Rarely, the payload cart may begin to move on its own during Setup time and can only be stopped if a player from the BLU team goes near enough to push the payload cart themselves, only possible if a team member uses noclip.

[2.47.2] Bots will get stuck on the door leading to the second area in stage 2; they can only get unstuck if checkpoint 1 is captured, allowing the door to open.

[2.47.3] In stage 3, RED Spies can get into BLU's resupply area with the help of a BLU Engineer's Teleporter, and even walk through the previous door to stage 2. RED Spies can also open BLU's (previously RED's) resupply lockers.

[2.47.4] In the area outside BLU's second respawn area, RED players can get in a corner with the wooden planks that are placed close to the payload cart, causing it to be defended through the walls.

[2.48] Thunder Mountain (ctf_thundermountain) bugs:

[2.48.1] In stage 1, players can get stuck if they crouch at the end of the bridge near the checkpoint while it rises. The bridge will rise halfway and the player will rise with it, but then the player will stop rising while the bridge continues on.

[2.49] Upward (pl_upward) bugs:

[2.48.1] It is possible to get stuck in a support beam in front of BLU's second respawn area by jumping while underneath it.

[2.48.2] There is a gap underneath a boulder in the wall near the first checkpoint.

[2.48.3] The resupply locker in RED's first respawn area is clipping slightly into the baseboard.

[2.48.4] There is a gap near two wooden frames near the first checkpoint.

[2.48.5] There are two windows near RED's first respawn area that are hovering slightly in front of the wall.

[2.49] Asteroid (rd_asteroid) bugs:

[2.49.1] The robots sometimes display "%HEALTH%" instead of a number indicating health or display nothing at all when moused over, especially if the player backs through them.

[2.49.2] The respawn area gates are not configured like normal; they disappear instead of opening like they do on other maps, are not aligned properly, and do not block bullets.

[2.49.3] The pits to the left coming from each battlement have a small area on the far side where players can stand and build.

[2.49.4] It is possible for players to become trapped on Teleporters when they are placed on the stairs at the respawn area exit.

[2.49.5] Sometimes the cores that robots drop will be uncollectible.

[2.49.6] It is possible to get stuck on the lower bridge where the pipes are.

[2.50] Doomsday (sd_doomsday) bugs:

[2.50.1] The smoke from the explosion of Poopy Joe's rocket can be seen in subsequent rounds.

[2.50.2] It is possible to clip through the rocket entirely. However, the cap cannot be clipped through, which may lead to players getting stuck between the rising elevator and the cap, and preventing the cap from opening.

[2.50.3] Players can clip through the drainage pipe just under the rocket platform, allowing them to briefly go outside the world.

[2.50.4] If a player carrying the Australium briefcase falls into the pit, it will not immediately return to the drop site.

[2.50.5] There is a very rare chance that if a player is under the very edge of the lift as it is lowering, they will be pushed through the ground, remaining stuck and possibly untouchable. Anyone who manages to do this while holding the Australium briefcase can hold onto it until they either die, disconnect from the server, or manually drop it.

[2.50.6] Players sitting behind the rocket delivery platform can block the enemy from delivering the Australium briefcase.

[2.51] Carnival of Carnage (sd_doomsday_event) bugs:

[2.51.1] During Bumper Car Soccer, after one team scores the winning goal, it is still possible to hit the ball into the opposite goal causing Merasmus to announce the formerly losing team's victory.

[2.51.2] During Falling Platforms, players can get stuck to the bounds of the arena. They cannot fall, and if they are the last one alive, other players will respawn above the pit. The only way to fix this glitch is if the player disconnects, or upon round end. Additionally, if a player uses the Taunt Menu function before falling off of a track, the Menu will open once the player turns into a ghost. This allows the player to perform taunts in ghost form (i.e. Rancho Relaxo or Square Dance).

[2.51.3] If one of Merasmus' curses is cast as the round goes to the bumper cars portion, players will have the curse cast on them, therefore teleporting them to the Strongmann. The round will be unable to continue, as all players will be in the Doomsday portion of the map. This can be fixed by scrambling the teams.

[2.51.4] The bumper cars have a tendency to flip upside down (especially if the Underwater curse continues functioning during the bumper cars minigame) causing the player to assume a reference pose.

[2.51.5] It is not possible to use the Disguise Kit by selecting it on the weapon category when under the effect of Merasmus' No Guns curse, however, it is possible by pressing the Last Disguise key. The same thing can be done on any of the bumper car games.

[2.52] Hydro (tc_hydro) bugs:

[2.52.1] The boom barrier at the BLU Base entrance is solid when the Power Plant control point is owned by BLU, but not when it is owned by RED and the BLU Base is under attack.

[2.52.2] There are several props that spawn beneath the ground near the Warehouse control point.

[2.52.3] There are some parts under the walkways near the Power Plant control point that are invisible.

[2.52.4] There is some z-fighting on one of the walkways near the Power Plant control point.

[2.52.5] There is a lamp that is not attached to the wall near the outside of the building that houses the Power Plant control point.

[2.52.6] After a team captures the other team's final control point, it is possible that the map may restart even when it is supposed to end. For example, in Casual mode, winning a match may restart the map instead of ending the game and going to the endgame screen where players can disconnect or vote for the next map, as is the normal behavior.

[2.52.7] Sometimes, upon a round ending, the previous round will be played again instead of progressing to the next stage. In this case, certain players may remain where they are when Humiliation ends instead of teleporting back to their team's respawn area.

[2.52.8] There is some z-fighting on a staircase near the Radar Dish control point.

[2.52.9] All of the clocking in machines present on this map suffer from z-fighting.

[2.52.10] The caves on this map experience displacement seams in some places.

[2.52.11] When walking from the Dam control point to the Warehouse, there is a rock prop you can see the underside of.

[2.52.12] There is an intercom near BLU's final control point that is not attached to the wall.

[3] Cosmetic (character clothing and item sets) bugs:

[3.1] General cosmetic bugs:

[3.1.1] Some cosmetics have different lighting than the player model. This is because each item instance uses its own origin to decide what lighting it should react to.

[3.1.2] Sometimes you can see the shadow of your cosmetics in first-person view.

[3.2] Foster's Facade bugs:

[3.2.1] This cosmetic is missing phong shading/rimlights.

[3.3] Hotrod bugs:

[3.3.1] Spies disguised as an Engineer who is wearing this cosmetic will have the hat flip down over his face upon switching to their sapper. This is due to the fact that sappers count as buildings.

[3.4] Brundle Bundle bugs:

[3.4.1] Spies disguised as an Engineer using this item set will not use high-pitched voice commands.

[3.4.2] With this item set equipped, the Engineer's death sounds will not change pitch if he is killed.

[3.4.3] Taunt sound effects are affected by the pitch change, even if they are not spoken Engineer voice lines. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=7IWuR6q1yK8

[3.5] Dapper Disguise bugs:

[3.5.1] This cosmetic does not support the full range of the Spy's facial expressions.

[3.6] Bombinomicon bugs:

[3.6.1] The explosion effect still occurs when killed by a weapon that produces its own unique death effect.

[3.6.2] If a player who does not have the Bombinomicon equipped is killed and leaves behind a ragdoll, then equips the Bombinomicon before respawning, the ragdoll will explode when the player respawns.

[3.6.3] While the explosion is centered on the Dead Ringer's feign, the blood/gore comes from where the Spy actually was. This gives away the feign.

[3.7] Spirit Of Giving bugs:

[3.7.1] The green part of the screen is still visible while the player is cloaked as a Spy.

[3.8] Fireproof Secret Diary bugs:

[3.8.1] This cosmetic is still visible while the player is cloaked as a Spy.

[3.8.2] Spies disguised as an enemy with this cosmetic will not copy it.

[3.9] Grandmaster bugs:

[3.9.1] If a Spy is disguised as an enemy with this cosmetic, the hat will appear as the Spy's team color.

[4] Taunt bugs:

[4.1] General taunt bugs:

[4.1.1] Occasionally, a player may reload their active weapon while taunting, in cases where the weapon automatically reloads (such as if automatic reloading is enabled or if the weapon's clip is empty).

[4.1.2] If the server cvar "tf_allow_taunt_switch" is set to 1 or 2, the effects of lunchbox items are not applied to the player if they are activated by taunting, as the game automatically switches the player's weapons during the consumption animation instead of after the animation has completed. However, the item is considered "consumed" and the player must wait for it to recharge before using it again. Using the primary attack to consume such an item does not cause this to occur.

[4.1.3] It is sometimes possible to perform a taunt kill while the player's model is facing the opposite direction. This can be done by quickly turning before performing a taunt; the player's model will be facing one direction, while the kill taunt's effects occur in a different direction.

[4.1.4] If a taunt is done and the player is killed while performing it, the sounds and effects that are made may continue to play even if the player is dead.

[4.1.5] If a player without the Conga taunt plays the taunt via another player into a wall, the player without the taunt will continue to taunt until they are killed.

[4.1.6] Occasionally, when a player taunts, the weapon that they are currently using appears in their character's hands.

[4.1.7] When viewed from the character loadout, loopable taunts will stutter a bit after starting the animation again.

[4.2] Deep Fried Desire bugs:

[4.2.1] Any equipped items that have the medal equip region will result in said item sticking to the chicken bucket.

[4.3] Bunnyhopper bugs:

[4.3.1] The jumping sound loops forever if you use it at the end of a round.

[4.4] Kamikaze bugs:

[4.4.1] This taunt is recognized as a rocket jump by some achievements. For example, one can earn the Soldier achievement "Death from Above" by killing two enemies at once with this taunt.

[4.4.2] Because the explosion is centered exactly where the grenade is, the Soldier will still survive and kill players if he raises the grenade through a low ceiling during detonation. More information about this bug can be seen here: https://www.youtube.com/watch?v=O_MM5traONc&t=2m42s

[4.4.3] The explosion can kill enemies on the other side of a closed setup gate, or even the other side of a wall.

[4.4.4] If a Soldier performs the Kamikaze taunt near a Scout who is under the effects of the Bonk! Atomic Punch, the game will register that the Soldier has killed the Scout, even though the Scout takes no damage.

[4.5] Fresh Brewed Victory bugs:

[4.5.1] When taunting with the bloody Half-Zatoichi, the Soldier will taunt with the RED coffee sack, regardless of the team.

[4.5.2] The Soldier's voice line gets cut off at the end of the taunt.

[4.6] Hadouken bugs:

[4.6.1] If the target dies from the afterburn of the Hadouken taunt, it will show the Flame Thrower's kill icon rather than the Hadouken taunt's kill icon.

[4.6.2] If the player is in Pyroland, the first sound the Pyro utters is one of the sounds used to indicate receiving damage, and so will be replaced with the Pyroland equivalent, laughter.

[4.7] Armageddon bugs:

[4.7.1] The particles for the bubbles/fire for the beginning of the taunt are tilted incorrectly, making it look like they are shooting out of the bubble blower's side.

[4.7.2] When seen outside of Pyroland, the Pyro's equipped flame thrower will appear to hover vertically next to the Pyro.

[4.7.3] Sometimes the Armageddon taunt can go through setup gates and kill anyone unfortunate enough in the area.

[4.7.4] If the Pyro receives knockback while performing the Armageddon taunt, the particles will remain where they were, though the Armageddon taunt will still only affect anyone within range of the Pyro.

[4.8] Execution bugs:

[4.8.1] The flare can pass through thin walls, such as setup gates when fired at a correct angle.

[4.8.2] Performing the Execution taunt when out of ammo will still fire a flare.

[4.8.3] The firing sound can only be heard by other players, not the player that performs the Execution taunt.

[4.8.4] The Pyro's arm distorts while performing the Execution taunt.

[4.9] Balloonibouncer bugs:

[4.9.1] The Pyro's hitbox does not align with the actual taunt's animation, as the Pyro is still considered to be "standing" where the taunt was initiated. As such, all shots fired at the Pyro's body during the taunt will appear to miss entirely.

[4.10] Spent Well Spirits bugs:

[4.10.1] When previewed, the taunt appears to come in two different styles. However, there are no difference between them.

[4.11] Scotsmann's Stagger bugs:

[4.11.1] Occasionally, if a round ends while the player is performing this taunt, the beer spilling noises will continue to play during the next round.

[4.12] Table Tantrum bugs:

[4.12.1] The Heavy can be pushed away from his table if he is knocked back with minimal knockback (such as from a melee attack or a push by the payload cart). Once the table is flipped, the Heavy and the table will do their respective animations separately.

[4.13] Dischord bugs:

[4.13.1] Other players may see the Engineer playing the Frontier Justice as a guitar instead of the actual guitar itself. This also occurs in freezcams, but it does not occur in client view.

[4.13.2] If the server cvar "tf_allow_taunt_switch" is set to 1 or 2, several guitar gibs will fall out of the player as soon as they perform the Dischord taunt and quickswitch away from the Frontier Justice. Constantly switching weapons will cause a flood of guitar parts to fall from the player. These guitar parts can only be seen in client view.

[4.14] Rancho Relaxo bugs:

[4.14.1] There is a glitch which can allow many chairs to be spawned by one Engineer.

[4.14.2] On occasion, a player will appear to be stuck in the Rancho Relaxo animation after holding the taunt between rounds. This hinders gameplay in that the hitboxes do not correspond with the model.

[4.14.3] Entering on a Teleporter and using the Rancho Relaxo when the player is about to be teleported will cause the weapon FOV to change. This can be fixed by switching classes or dying.

[4.14.4] If using this taunt while the respawn areas switch teams (i.e. on Payload), the Engineer will sit sideways.

[4.14.5] When taunting on moving platforms, the Engineer will move with the platform, while the chair may stay where he was sitting.

[4.14.6] When taunting, sometimes the bottle will lift into the air without the Engineer's hand moving.

[4.15] Bucking Bronco bugs:

[4.15.1] When used on a Entrance Teleporter, the Engineer will appear at the Exit but the bucking bronco will remain at the Entrance. However, they will still continue the taunt although separately.

[4.15.2] Sometimes the bucking bronco will turn a few seconds late.

[4.16] Spinal Tap bugs:

[4.16.1] This taunt may occasionally stab the player behind the Medic inste