Size 3.88G
[ Gameplay ]
Further improved the visual and audio feedback of the subtick
Reduced the magnitude and frequency of sniper scope shake
Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle
Fixed a bug causing the server to fail to register when throwing grenades.
Thrown grenades no longer explode prematurely due to interaction with teammates (One Punch Super Grenade)
Players are no longer able to minimize fall damage by disarming a grenade
Adjusted the trajectory of weapon drops to make throwing weapons more consistent, especially when thrown downwards
When the official game server detects a network outage, the affected match will be canceled
Added a unique sound for running and jumping on metal railings and poles
[ Animations ]
Fixed a bug that occurred when interrupting the CZ75a equip action with the check action
Fixed the inspection and other animations of the Shadow Dagger
Fixed a bug where the Survival Dagger had a “broken wrist” animation
Adjusted Mac10 first person animations, including strap and bolt movement
Fixed firing animation/checking behavior for AWP and SSG when zoomed out
Fixed a bug that caused the Sandhawk’s slide to not reset on a round restart
Revolver barrels now rotate progressively with each shot fired
Fixed some animation issues with weapon placement in community maps
Fixed a bug that caused the C4 light to not blink when held or put away by the player
Fixed some bugs that caused the player’s shadow to show the wrong pose
[ Miscellaneous ]
Fixed a bug that caused bot_knives_only to not work on terrorists
Fixed some visual issues during replay Improved performance of on-screen particle effects
Fixed a bug that prevented enemy mute and friends only settings from muting voices.
Priority Mode warm-up chat no longer shows text from blocked players
Players frozen by half-time gamerules are now immune to certain damage types
If there are too many decals overlapping in one location, the bottom decal will be removed (Decals are in-game graphical effects that can be displayed on walls, floors, or other surfaces, often used to simulate the marks left by bullets hitting an object, or damage caused by explosions). ..
Player visibility fog adjustment no longer applies to dead ragdolls
Smoke particles no longer stick to dead ragdolls
Fixed bug where self/teammate burn damage was being recorded as enemy damage
[ UI ]
Fixed some common chat strings
Added console variable cl_deathnotices_show_numbers to give observers quick access to the player’s watch index
Added a warning message about outdated drivers for AMD and Nvidia graphics card users.
The “Body armor and helmets” entry in the purchase menu now simply reads “Helmets” when the context is correct
Added time to weekly rollover of reduced experience values in the player profile box. (Added time to weekly rollover to the reduced XP message in the player profile tooltip)
Fixed a bug where kill messages and death panels would display an error message if the killer was already dead or dropped out of the game.
Fixed a bug where turn delay data was not updated at the end of a match.
Changed Deathmatch scoreboard data from K/D/A/Score to K/HS%/DMG/Score (kills/deaths/assists/score to kills/headshot/damage/score)
Fixed a bug where the text was cut off when defusing a bomb.
Added player’s direction indicator to square radar
Fixed a bug that caused the kill icon to not show up in the end of round damage info panel
Fixed incorrect strings in the praise dialog panel
Fixed a bug that caused turn data to be assigned to the wrong camp in the watch menu
[ Steamworks ]
Fixed custom sound event files in the Creative Workshop map
Added some material settings for water refraction/waterlighting
Creative Workshop maps can now be marked as supporting swingman mode.
Linux clients can now run Creative Workshop maps without the -insecure parameter.
Added trigger_hostage_reset trigger and logic_eventlistener entity.
Added console variables sv_walkable_normal and sv_standable_normal to allow community servers to adjust player movement on tilted surfaces
Fixed bug where life values were truncated when exceeding three digits
[ Map ]
Overpass:
Fixed some bugs that caused terrain meshes to occasionally disappear
Various visual updates and fixes to models and textures
Fixed some collisions that caused the player to be pushed away from walls or corners
Turned off some collisions that caused the player to be pushed away from walls with light fixtures
Added a metal plate to the riot van to hide the player’s feet, tweaked the clipping around the vehicle (the model used to control collision and visibility of objects in the map or the programming used to make sure the player stays within the physical boundaries of the game world)
Fixed some small holes in the map
Fixed some texture mapping seams
Added player clipping on some floor grids for smoother player movement
Fixed some fire extinguisher collision and surface property issues
Added and adjusted some grenade clipping
Adjusted some clipping on chests and cable stacks in connectors
Ancient
More player and grenade clipping tweaks
Sealed up various holes and cracks in the map
Mirage:
Fixed clipping around scaffolding at bomb site B to prevent one-way peek through terrain
Office:
Fixed player getting stuck on big boxes in garage
Grenade clipping optimization
Vending machine destruction sequence will now only happen once to avoid flashing lights
Removed collision with pipes and camera in CT birth point garage
Added grenade clipping to stairwell doors
Fixed hole in doorframe of terrorist birth point
Fixed texture error on the ceiling of the conference room
Fixed some lighting bugs on low settings
Fixed weapons getting stuck behind boxes in the back door
Fixed lighting artifacts in the front yard
Fixed vicious double racking on the electrical box in the garage
Anubis:
Fixed Z-fighting on connecting staircases (Z-fighting is a phenomenon in 3D rendering where when two or more objects are very close to the camera, they have similar or identical values in the Z-buffer, causing them to compete for displaying at the top. This can cause flickering or noise on the screen.)
Improved the ground at the A wrap point to have more accurate footsteps
Fixed a gap in the map around the B pack point
Fixed Z-fighting on a background temple near the T birth point
Fixed missing collision on links causing grenades to fall off the map
Fixed a hole in the street that caused the player to be able to see the canal
Fixed visibility issues when looking towards the Terrorist’s birth point in the street
Fixed an issue with linked UV maps stretching (UV mapping is a method of mapping a 2D image onto the surface of a 3D model, which can be used to add texture, color, lighting, and other effects to the model.)
Sealed holes in building roofs throughout the level to prevent grenades from getting stuck in the void
Fixed holes in the lower tunnels
Fixed holes in canals
Inferno:
Moved the bucket on the scaffolding at point B to avoid being mistaken for a player in combat
Closed a hole to prevent grenades from falling off the map
More player clipping adjustments
Fixed various tiny gaps
Nuke:
Small clipping fixes on the third floor of the bandit side and on the yellow room at point A (rooftops and hut)
Better optics on the pool at point B
Fixed visibility issue when looking at the garage towards the room below the third floor
Vertigo:
Fixed the problem that some lamps show the backside of the lamps
Fixed some lamps being misaligned
Fixed missing vent parts in tunnels
Attempted to fix player mold piercing on the planks next to the stairs at point B
Fixed incorrect clipping above elevator doors
Fixed inconsistency of flashbangs on metal grating of scaffolding
Fixed missing collisions on horizontal tower beams at point B
Added grenade clipping around point B to prevent smoke from getting stuck in bad spaces
Cleaned up the terrain and did a grenade clipping around the scaffolding to make the grenades work better
Added grenade clipping to platform B
Fixed the broken steel beam on the center road
Moved a bunch of sheetrock around the back door at point B to allow for player movement and cover
Improved side clipping
Various warning signs are more visible
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