Release Notes for 11/16/2023
Author: ☠,
published 1 year ago,
[ GAMEPLAY ]
[list]
[*]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 grenade throws weren't registering on the server
[*]Thrown grenades 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
[/list]
[ ANIMATION ]
[list]
[*]Fixed a bug that occurred when interrupting the CZ75a deploy with inspect
[*]Fixed the inspect and other animations for the Push Knives
[*]Fixed a 'broken wrist' animation with the Canis 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 Deagle 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
[/list]
[ MISC ]
[list]
[*]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 gamerules 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
[/list]
[ UI ]
[list]
[*]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[*]Added a warning message for AMD and Nvidia graphics users with out-of-date drivers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
[/list]
[ WORKSHOP ]
[list]
[*]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
[/list]
[ MAPS ]
[i]Overpass:[/i][list]
[*]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 grenade clipping
[*]Adjusted some clipping on boxes and cable stacks in connector
[/list]
[i]Ancient:[/i][list]
[*]More player and grenade clips adjustments
[*]Closed various holes and cracks in the world
[/list]
[i]Mirage:[/i][list]
[*]Fixed clipping around scaffolding at bombsite b to prevent one-way peaking through geo
[/list]
[i]Office:[/i][list]
[*]Fixed player getting stuck on large crate in garage
[*]General grenade 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 grenade 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
[/list]
[i]Anubis:[/i][list]
[*]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 grenades 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 grenades getting stuck in void
[*]Fixed holes in lower tunnel
[*]Fixed hole in canal
[/list]
[i]Inferno:[/i][list]
[*]Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat
[*]Closed hole to prevent grenades from falling through the map on bombsite A
[*]More player clip adjustments
[*]Fixed various micro gaps
[/list]
[i]Nuke:[/i][list]
[*]Minor clipping fixes on rooftops and hut
[*]Better caustics in pool at B site
[*]Fixed vis issue in garage looking towards hell
[/list]
[i]Vertigo:[/i][list]
[*]Fixed some light fixtures showing backfaces
[*]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 grenade clips around bombsite b to prevent smokes getting caught in bad spaces
[*]Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better
[*]Added grenade 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
[/list]