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FEED

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Everything posted by FEED

  1. [ GAMEPLAY ] Various adjustments to bullet hit feedback. Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen. Jumping in place on a sloped surface will no longer result in players sliding a short distance. Fixed a bug where C4 could be defused from any height. [ ANIMATION ] Fixes for IK logic to improve third-person feet posing, especially on slopes. Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation. Reduced animation-related network bandwidth usage. [ MATCHMAKING ] Added more detailed matchmaking stats for players who try to find a match at off-peak times of day. [ MISC ] Activating an Armory Pass no longer grants the first Armory Credit immediately. All 40 Armory Credits can be earned by playing and earning XP. [ MAPS ] Office Fixed geometry in the problematic jumping corner. Ancient Reworked collision on the staircase to A-main for better player movement. Removed a tree that was creating a distracting shadow at A site. Adjusted collision to better match visible geometry so that players can hug the walls more closely. Fixed a few lighting bugs. Reduced shadows to increase perf in some areas. Fixed some spots in house where you could get stuck. Fixed collision gap at the bottom of B ramp. Fixed some disappearing mesh. Nuke Fixed some lighting errors on lower graphics settings. Anubis Fixed a gap in geometry. View the full article
  2. [ MISC ] First-person inspect animation in Inventory and Loadout will now match in-game viewmodel settings and FOV. Fixed a regression with smoke rendering from old demo files. Fixed damage report to show correctly in Casual and Deathmatch game modes. Added sv_jump_precision_enable so servers running certain custom game modes (e.g. surf) can opt out of jump precision improvements. Fixed "I have to go, my planet needs me." View the full article
  3. [ JUMPING ] Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0). Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin. Improved consistency of successfully landing on surfaces very close to the maximum height of a jump. Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height. Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces. Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place. [ MISC ] Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up. Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (e.g. when both right and left legs get hit). HE grenade explosions within smoke now clear the accumulated smoke screen effect on players inside that smoke within range of the HE grenade explosion. Stability improvements. [ MAPS ] Dust II Fixed a gap in geometry. View the full article
  4. [ MISC ] Fixed a bug where grenades were generating headshot sounds. Fixed a bug where grenades were not bouncing off certain dynamic props. Fixed a bug where Copenhagen 2024 winners were not showing up in the Majors tab in the Watch menu. View the full article
  5. [ MAPS ] Vertigo Fixed a bad collision interaction between grenades and a prop. Fixed a wall bang exploit. Mills Updated to the latest version from the Community Workshop (Update Notes). Added localization strings for location callouts. [ MISC ] Fixed mouselook inconsistencies when game render dimensions are different from game window dimensions. Fixed erroneous target aim punch animation during client-side shooting. Fixed erroneous Zeus shock effect during client-side shooting. Fixed a bug where Zeus headshots wouldn't emit the death yelp. [ UI ] Prior Major results are now available in the Majors tab in the Watch menu. View the full article
  6. [ GRAPHICS ] Fixed mixed resolution rendering from erroneously resetting during map changes. Fixed a known crash when compiling lighting in Counter-Strike 2 Workshop Tools. Fixed detail normal UV scaling. Fixed several biplanar mapping bugs, added support for nonuniform scale in biplanar mapping mode. Added an option to apply albedo color correction to transmissive foliage textures, and adjusted the foliage shader for more accurate color correction. Added a startup warning when the game is launched under low available system memory conditions or with a limited pagefile size. These conditions may cause the game to be unstable or crash. Various stability improvements. [ UI ] Fixed UI checkboxes behaving inconsistently when depositing or extracting a large number of items into and from Storage Units. Fixed a regression with loading animated Steam avatars, the cows are mooooving again. View the full article
  7. [ GRAPHICS ] Fixed certain particle effects, like tracers, to fall back to mixed resolution for better performance when using low graphics settings with MSAA disabled. Improved lighting artifacts in various interior places when compiling maps. [ MISC ] Teammate colors will now be assigned on official servers as soon as all players press ACCEPT. This will ensure that colors are correct during Pick/Ban phase, and during Warmup. Improvements in Charms reactivity physics system to better align with weapon animations. View the full article
  8. [ MISC ] Adjusted the score calculation in Casual, Competitive, and Wingman to exclude knife and utility damage Fixed 3rd person weapon angles to fully incorporate recoil Fixed missing cascade shadows on some community maps Fixed the Armory weapon preview having extra models Network jitter graphs now have a number in the upper right hand corner that gives the scale of the graph Fixed some cases where shell casings could render as an error model Various stability fixesView the full article
  9. [ MISC ] Adjusted first-person sniper scope effect Fixed some dark spots in Inferno Fixed a bug where breakable objects weren't behaving as expected View the full article
  10. [ THE ARMORY ] The Armory is now available in the store (https://store.steampowered.com/sale/armory) Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle Purchase and activate an Armory Pass to start earning Armory Credits Make progress toward credits whenever you earn XP with an active Armory Pass Redeem credits for items in the Armory [ CHARMS ] Introducing Charms: dynamic items you can apply to your favorite weapons. Currently available exclusively in the Armory Drag and drop Charms to precisely place them on the weapon of your choice. A weapon can have one charm attached at a time Use a Charm Detachment to detach the Charm from a weapon. The Charm will return to your inventory and can be reused Redeeming a Charm from the Armory grants three complimentary Charm Detachments. Additional Charm Detachments are available for purchase [ INVENTORY & ITEMS ] All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends' Steam Inventory web pages can now be previewed on your own inventory items Removed ability to delete weapon cases from your inventory Added sticker scrape level selector when applying new stickers to weapons Added precise sticker wear level selector when scraping existing stickers on inventory weapons. Any applied stickers can only increase their sticker scrape level Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping Added nametag module preview on the actual items when applying nametags Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout Customizing a base weapon that's currently equipped will now auto-equip the newly customized version [ ANIMATION ] Improved character posing when on large slopes Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean) Pin/unpin IK logic now not affected by poor server ping times Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations Fixed character's pose popping when falling off a ledge Fix for many cases where character's posing would subtly pop when traversing with slow moving weapons [ GAMEPLAY ] Flashbangs and HE grenades no longer prematurely detonate when they exceed their 'stuck bounce' limit [ GRAPHICS ] Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen Fixed graphics artifacts for fire effect in the Advanced Video tab [ AUDIO ] Fixed a bug where UI sounds wouldn't position correctly when in-game Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa Fixed an issue where ragdoll water splash sounds would erroneously play on alive players Fixed a case where voice chat didn't work on community servers Fixed a case where incoming voice chats would sometimes never close [ NETWORKING ] Added telemetry option to display graphs of network jitter and misdelivery Changed how packet misdelivery is measured. Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay. Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay. The new measurement method will only count reordered packets as misdelivered if they impact gameplay. Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order [ MAPS ] Ancient Fixed some disappearing geometry Fixed some cases where players could detect player movement through water from across the map Fixed some pixel peeks Fixed a case where player shadows could be seen through geometry Adjusted some clipping for better player movement Anubis Fixed some missing collision Nudged some geometry and clipping that were blocking grenade throws Improved clipping on some floors for more predictable grenade throws Fixed a pixel peek Adjusted clipping in a few areas for better player movement Dust2 Fixed some clipping at B site Italy Added to competitive matchmaking Fixed bird animations Mirage Fixed some C4 stuck spots Nuke Fixed a pixel walk Fixed some C4 stuck spots Fixed some gaps in geometry where items could get lost Fixed some disappearing geometry Overpass Adjusted some grenade clipping to prevent bad grenade bounces [ WORKSHOP ] Added optional 3rd layer to environment blend shader Added biplanar mapping as an option for environment shaders Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled Added color correction, roughness, and normal adjustments to foliage shader and static overlays [ MISC ] Removed support for command line options that were intended for development purposes only View the full article
  11. [ MISC ] Practice matches and matches started with the "map" command will now run in engine loopback mode to match the CS:GO offline default. Engine loopback bypasses most networking code for the host, resulting in one less tick of latency for the local player. Engine loopback can be disabled by appending "loopback=0" to the map command-line (e.g. "map de_dust2 loopback=0"). View the full article
  12. [ MISC ] Added counter-strafe input automation detection options for non-Valve servers. See the sv_auto_cstrafe family of convar descriptions for details. Enabled measurement of network jitter on direct UDP connections to community servers. Previously, jitter measurement was only available for connections relayed over SDR. Jitter data is included in the net_connections_status command output. View the full article
  13. [ MISC ] Fixed a case where some commands, including jump, might be ignored under poor network conditions. Fixed a bug that could cause inconsistent jump heights. Fixed a case where client player collision would remain disabled after ragdoll interaction occurred in the previous round. Thanks for the repro steps, @poggu__. Fixed a case for Linux users where the game would hang when opening the pause menu. View the full article
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