Well 5 minutes after the update, I had to make a run to the liquor store for July 4th. I didn't enjoy spending $150, but hopefully I'll enjoy that $150 this weekend.

Afterwards, I had a migrain, so I opted to sleep it off rather than attend TFT.
Also, so as to not look completely lame:
Fixed backburner's flame critical hits not being recalculated after collision. This meant that it would check if the target was looking away once and after that the flame could score a critical hit again even if the orientation changed
Added back some damage falloff to the Pyro's flamethrower. Not nearly as extreme as it was before the Pyro class pack
Fixed bug that caused Demomen to take a small amount of extra damage from their own grenades and fly farther using them
Fixed spy getting stuck in players after removing his disguise
Fixed spy stabbing and being able to go invisible instantly
Fixed spy disguised as enemy medic being able to spam voice commands
Fixed buffed health not decaying properly after being healed by a dispenser
Selectable menus can now be operated with number keys even if they are not bound to slot1, slot2, etc.
Removed the remaining speed adjustments for carrying intelligence (a couple of game modes still reduced your maxspeed)
Fixed a buildable item placement bug where the object would not rotate after the user tried to place in an invalid location
Huzzah, Valve brought back the damage falloff, just as many had already predicted they would. Hopefully sticky-jumping will be viable again after this update (if you've played enough demo, you might have noticed you've been flying MUCH farther and taking LOTS more damage on landings, making sticky jumping practically useless. Also, hopefully crits from backburner on one person won't equal crits on everyone (if even one person isn't looking, basically your crits on that person also crit on everyone around them, meaning you can take out masses of enemies pretty easily), but I'm not sure that will be a consequence of the first fix mentioned.