11/17/2023
Release Notes for 11/16/2023
[ GAMEPLAY ]
• More sub-tick visual and audio feedback improvements
• Reduced sniper scope bob animation magnitude and frequency
• Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle
• Fixed a case where gr***de throws weren't registering on the server
• Thrown gr***des no longer prematurely detonate if thrown while intersecting a teammate
• Players can no longer mitigate fall damage by defusing the bomb
• Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward
• When a network interruption is detected by official game servers, the affected match will be cancelled
• Added unique sounds for running and jumping on metal railings and poles
[ ANIMATION ]
• Fixed a bug that occurred when interrupting the CZ75 a deploy with inspect
• Fixed the inspect and other animations for the Shadow Daggers
• Fixed a 'broken wrist' animation with the Survival Knife
• Adjusted the Mac10 first person animation to include strap and bolt movement
• Fixed AWP and SSG firing animation/inspect behavior while zoomed in
• Fixed a case where the Desert Eagle slide would fail to reset on round restart
• The Revolver barrel now incrementally rotates for each shot
• Fixed some animation issues with weapons placed in community maps
• Fixed cases where the C4 light would not blink when held or holstered by players
• Fixed some cases where the player's shadow would show an incorrect pose
[ MISC ]
• Fixed a bug where bot_knives_only didn't work for T's
• Fixed some visual issues with demo playback
• Improved performance of screen particle effects
• Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice
• Text from blocked players will no longer be visible in the premier pregame chat
• Players frozen by half-time game rules are now immune to certain damage types
• Decals now evict the lowermost decal if enough decals overlap in a single location
• Player visibility fog adjustment no longer applies to dead ragdolls
• Smoke particles no longer stick to dead ragdolls
• Fixed self/team burn damage getting recorded as enemy damage
[ UI ]
• Revised some common chat strings
• Added convar cl_deathnotices_show_numbers for observers to have quick access to player's spectate index
• Added a warning message for AMD and Nvidia graphics users with out-of-date drivers
• "Kevlar & Helmet" entry in the Buy Menu will now present itself as simply "Helmet" when contextually correct
• Added time to weekly rollover to the reduced XP message in the player profile tooltip
• Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected
• Fixed round-delayed stats not updating at match end
• Changed deathmatch scoreboard stats from K/D/A/Score to K/HS%/DMG/Score
• Fixed case where text during defuse would get cut off
• Added direction indicators to players in the square radar
• Fixed case where kill icon would not display in the post-round damage info panel
• Fixed bad string in the commend dialog panel
• Fixed case where round stats in the Watch Menu would be assigned to the wrong side
[ WORKSHOP ]
• Fixed custom sound events files in workshop maps
• Added some material settings for water refraction/caustics
• Workshop maps can now be tagged as supporting Wingman mode
• Linux clients can now run workshop maps without requiring -insecure
• Added trigger_hostage_reset trigger and logic_eventlistener entities
• Added convars sv_walkable_normal and sv_standable_normal to allow community servers to tweak player movement on angled surfaces
Fixed health getting clipped when it exceeds 3 digits
[ MAPS ]
- Overpass:
• Fixed various cases where level mesh was disappearing occasionally
• Various visual updates and fixes to models and materials
• Straightened out some collision that was pushing players off of walls or corners
• Turned off the collision of some light fixtures that were pushing players off of walls
• Added a metal plate to swat van to hide player feet, adjusted clipping around van
• Fixed some small holes in the world
• Fixed some texture mapping seams
• Added player clipping on some floor grates to smooth player movement
• Fixed some issues with the collision and surface property of fire extinguishers
• Added and adjusted some gr***de clipping
• Adjusted some clipping on boxes and cable stacks in connector
- Ancient:
• More player and gr***de clips adjustments
• Closed various holes and cracks in the world
- Mirage:
• Fixed clipping around scaffolding at bombsite b to prevent one-way peeking through geo
- Office:
• Fixed player getting stuck on large crate in garage
• General gr***de clip polish
• Vending machine break sequence now only happens once to avoid strobing lights
• Removed collision from pipes and CCTV cameras at CT-spawn garage
• Added gr***de clips to doors at stairwell
• Fixed hole in door frame at T-spawn
• Fixed texture errors on ceiling at conference room
• Fixed some lighting errors on low settings
• Fixed weapons getting stuck behind crates at back way
• Fixed lighting artifacts in front courtyard
• Fixed bad boost onto electrical boxes in garage
- Anubis:
• Fixed z-fighting on stairs in connector
• Improved ground at bombsite A so that it has more accurate footstep sounds
• Fixed gap in world around b-site planting area
• Fixed z-fighting a backdrop temple near T-spawn
• Fixed missing collision at connector that would allow gr***des to fall through world
• Fixed hole in world at street that allowed players to see through to canal
• Fixed vis issue on street looking back to T-spawn
• Fixed UV stretching in connector
• Sealed up holes in building rooftops for entire level to prevent gr***des getting stuck in void
• Fixed holes in lower tunnel
• Fixed hole in canal
- Inferno:
• Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat
• Closed hole to prevent gr***des from falling through the map on bombsite A
• More player clip adjustments
• Fixed various micro gaps
- Nuke:
• Minor clipping fixes on rooftops and hut
• Better caustics in pool at B site
• Fixed vis issue in garage looking towards hell
Vertigo:
• Fixed some light fixtures showing blackfaces
• Fixed some light fixtures being misaligned
• Fixed missing vent pieces in Tunnels
• Attempt to fix players clipping through wood boards by stairwell at bombsite B
• Fixed bad clip above door at elevator
• Fixed flashbang inconsistency with metal gratings at scaffolding
• Fixed missing collision on horizontal tower beams at b-site
• Added gr***de clips around bombsite b to prevent smokes getting caught in bad spaces
• Cleaned up geo and did a gr***de clip pass around scaffold to make gr***des work better
• Added gr***de clip to B platform
• Fixed disconnected girders at mid
• Moved stack of drywall at back door>b for better movement/cover
• Improved clipping at side
• Jobsite injury signs are more responsive