[ 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to have quick access to player's spectate index [*]Added a warning message for AMD and Nvidia graphics users with out-of-date drivers [*]"Kevlar & Helmet" entry in the Buy Menu will now present itself as simply "Helmet" when contextually correct [*]Added time to weekly rollover to the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]