CS2 12.1 Update: Character animations optimized, subtick further improved

[ Gameplay ]
Improved the subtick timer for various systems including prop throwing animations and revolver firing.
Added the missing flame effect when the player is holding a Molotov cocktail.
[ Animations ]
Reduced the extent to which the player character’s torso and legs deviate from each other’s direction.
Improved the reaction to impacts
Made jump animations directional
Improved the player’s posture when aiming upwards and downwards
Improved the player’s foot placement and posture when running
Reduced animated poses when deploying
The timing of the pose change when the player is blinded by a flashbang now more accurately reflects the player’s vision.
[ Sound ]
Fixed an issue where the Shadow Dagger would play a capture sound when looping the review animation.
Further optimized the decay distance curve and volume of prop bounces
Reduced the volume of the end of the Deathmatch bonus period.
Reduced the volume of the lobby chat notification sound
Fixed missing water drip console errors in Office
Increased the audible distance of the glass window breaking sound
Fixed Saber sometimes saying hostage related lines during cheers
[ Others ]
Adjusted the wear values of most race stickers and many other stickers to better match CS2
Changed the handling of non-default console key bindings to match CS2 behavior

[ Map ]

Nuke

Fixed a cube mapping issue in the lobby
Fixed a hole in point B
Fixed some holes in the iron plate
Fixed glass floor material in point B not having impact effect.
Fixed footsteps at hazard stripes.
Tried to fix the light leak at the bottom of the door at point B.
Brightened the red interior walls to help improve character visibility
Fixed the double rack pixel dots on the outside barbed wire fence
Fixed the double doors at point B leaking shadows
Smoothed the transition of the cube mapping in some parts of point B

Mirage

Fixed clipping of the white car, now it’s easier to jump up to the second floor
Adjusted the clipping of the refrigerator on the second floor to prevent the player from getting stuck
Resized A-pack points and added visual boundaries
Fixed collision effect on scaffolding to provide smooth movement
Fixed geometry and clipping outside the VIP Sniper’s Nest to prevent pixel walking

Office
Improved clipping around the table at the T birth point
Improved clipping on backyard boxes
Re-added clipping on handrails

Vertigo

Extended the stairs near the T birth point and added grenade clipping to the stairs to prevent grenades from getting stuck in the gaps
Fixed clipping on crates in the middle road
Fixed clipping on scaffolding behind point A
Fixed clipping on the scaffolding at the T-birthplace.
Fixed visual bug on slope A when looking towards the bridge
Fixed prop clipping on support beams on slope A
Plugged Holes in insulation foam roll model

Anubis

Fixed a hole under the pillar at point A
Fixed clipping above the stairs in the hallway in the palace
Sealed multiple microseams in the map
Fixed some clipping on the pillars at point A
Fixed a clipping in the doorway at point B
Clipped some tiny holes
Fixed a gap between two clipping brushes that was causing bombs to be thrown at buildings
Fixed a tiny gap in the wall where you can snipe to the A-pack point
Fixed the clipping at the entrance of point B

ancient

Fixed various seams in the map
Fixed various texture gaps
Closed the gap looking into the hut area
Adjusted clipping of fence near point A
Adjusted the clipping of the tree at point A’s double stand point
Adjusted the position of a rock near point B that players can crouch in
Added clipping to the top of the map to minimize player utilization
Clipping refers to a map design technique used to limit a player’s range of movement and field of view.Clipping is usually the process of covering objects or structures on a map with invisible planes or volumes to prevent players from walking through, climbing over, or seeing things they shouldn’t see.


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