CS2 Update Log for October 26, 2023

[Map]

Various bug fixes and fine tuning:

inferno

-Improved the visibility of C4 when fountaining down a pack at the B pack point.

-Improved the bounce behavior of throws on the roof and stone models to make them more predictable.

-Removed part of the balcony railing.

-Adjusted the garage door at Pack Point A to improve visibility and collision modeling.

-Fixed a lighting bug in the inferno Workshop map.

-Fixed various minor gaps.

-Collision modeling and movement improvements overall.

overpass

-Removed or fine-tuned models and textures to improve player visibility.

-Adjusted lighting in specific areas to improve player visibility.

-Adjusted thrower collision models in various areas.

nuke 

Fixed the collision model for the Iron Plate doorway treads to prevent errant throws from bouncing.

-Fixed the collision model for the Iron Plate’s doorway to Pack Point B to be more accurate.

-Improved player visibility near the B-pack point container.

-Fixed a situation where some players were getting stuck in the garage door of the big barn.

-Removed the dynamic lighting in the Bandit Hall Hut to prevent shadows from giving away the player’s location.

-Fixed various holes throughout the map.

-Collision modeling and movement improvements overall.

Dust2

-Fixed minor cracks in the crate model.

Anubis

-Adjusted the collision modeling of drops near Pack B points to prevent drops from getting stuck.

-Fixed various cases of dropped weapons wearing out the model.

-Fixed various voids and cracks throughout the map.

-Fixed missing collision models on locations where C4 was thrown off the map.

-Cut multiple double-frame spots that can provide players with an unfair advantage.

-Fixed lighting issues near CT birth point waters.

-Improved player visibility in the center.

-Improved the placement of CT team introductions.

-Overall improvements to collision modeling and movement.

Office

-Improved player visibility near the police car at the CT birth point.

-Fixed some gaps that were causing lighting issues.

-Fixed some lighting devices on crates on low settings.

-Disabled vending machines.

-Collision modeling and movement improvements overall.

Vertigo

-Fixed ladders blocking collisions against bullets and projectiles.

-Fixed steel beams with wrong material surface properties.

-Improved collision modeling and movement overall.

Mirage

-Fixed various bullet penetration issues.

-Overall improvements to collision modeling and movement.

Ancient

-Adjusted fog to improve player visibility.

-Fixed minor cracks in the crate model.

-Fixed various holes and cracks throughout the map.

-Adjusted the visibility of the donut area.

-Fixed bullet penetration issues with wooden planks near B-bag points.

-Fixed material properties of the tarp model.

-Overall improvements to collision modeling and movement.

Miscellaneous

-Fixed a situation where weapons would fall out of the map.

-Fixed a bug where incendiary flask solo damage would be incorrectly penalized as team damage

-Improved muzzle fire and high explosive grenade effect performance.

-Made various bug fixes and fine-tuning to weapons and prints.

-Added code to correct packet after packet glitching. These packets were previously shown as missing in the net graph. –

-Fixed a bug where SDR routing transient connections were sometimes selecting the suboptimal route and still selecting that route afterwards.


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