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Counter-Strike 2 News

Release Notes for 11/30/2023

[ GAMEPLAY ]
  • Sub-tick timing improvements to various systems including grenade throw animations and revolver firing
  • Added a missing fire effect to molotovs that are held by players


[ ANIMATION ]
  • Reduced the amount that player characters will rotate their torso away from leg orientation
  • Improved hit reactions
  • Made jump animations directional
  • Improved character posing when aiming up and down
  • Improved foot placement and posing when running
  • Reduced animation posing when deploying
  • The timing of a players flashbanged posing now more accurately represents the player's ability to see


[ SOUND ]
  • Fixed issue with Shadow Daggers playing catch sound during looping inspect animation
  • Further refined falloff distance curves and volume of grenade bounces
  • Lowered volume of deathmatch bonus period ending
  • Lowered volume of lobby chat notification sound
  • Fixed missing water drip console errors in Office
  • Increased audible distance of breaking glass window sounds
  • Fixed an issue where sometimes a Sabre agent would say hostage related lines when cheering


[ MISC ]
  • Adjusted wear values of most tournament stickers and many other stickers to better match CS:GO
  • Changed handling of non-default console key bindings to match CS:GO behavior


[ MAPS ]

Nuke:
  • Fixed cubemap issue at Lobby
  • Fixed hole at B-site
  • Fixed some holes at Ramp Room
  • Fixed glass floor material at B-Site not having impact effects
  • Fixed up footstep sounds on hazard stripes
  • Attempt to fix light leaking through base of doors at B-site
  • Brightened red interior walls to help with agent vis
  • Fixed pixel boost on chainlink fence outside
  • Fix shadows leaking through double doors at B-site
  • Made cubemap transitions smoother in some places at b-site
Mirage:
  • Fixed clipping on van at Truck
  • Clipped fridge in Apartments to prevent player becoming stuck
  • Adjusted bombsite A size and added visual boundaries
  • Fixed collision on Scaffolding to provide smooth movement
  • Fixed geometry and clipping outside Sniper's Nest to prevent pixel walking
Office:
  • Improved clipping around desks at t-spawn
  • Improved clipping on crates at Back Courtyard
  • Re-added collision to handrails
Vertigo:
  • Extended staircase and added grenade clip to stairs at near t-spawn to prevent grenades becoming wedged in gap
  • Fixed clipping on crate at mid
  • Fixed clipping on scaffold at back of A
  • Fixed clipping on scaffold at T-start
  • Fixed vis bug at A-ramp looking toward Bridge
  • Fixed grenade clip on support beam at A-ramp
  • Plugged Holes in insulation foam roll model
Anubis:
  • Fixed hole under pillar at A-site
  • Fixed clipping above walkway stairs in Palace
  • Closed up multiple microgaps throughout the map
  • Fixed some clipping on pillar at A-site
  • Fixed clipping on doorway at b-site
  • Plugged some micro holes
  • Fixed gap between two clip brushes that allowed bomb to be thrown on top of building
  • Fixed slight wall gap that allowed sniping into bombsite A
  • Fixed clipping on doorway at b-site
Ancient:
  • Fixed various gaps in the world
  • Fixed various texture seams
  • Closed gap that looks into Jaguar area
  • Adjusted clipping along fence near A-site
  • Adjusted clipping around tree base on A-site boost
  • Adjusted position of stone near B-site that player could crouch in
  • Added clipping to the top of the map to help minimize player exploits


Release Notes for 11/20/2023

[ MISC ]
  • Fixed silencer attach and detach animations
  • Fixed a bug that prevented refunding the Bizon
  • Fixed a bug where players could respawn into a bad state during reconnect
  • Fixed a bug where ramps were not correctly reducing fall damage
  • Fixed a case where sub-tick movement timestamps were temporarily incorrect after changing host_timescale
  • Various fixes and improvements to de_ancient

Release Notes for 11/17/2023

  • Fixed a few minor sub-tick input bugs
  • Fixed a bug with first person animation in bot takeover
  • Fixed a bug where dropped/thrown weapons had too much velocity
  • Fixed a case where players could push their view through low ceilings
  • Fixed an exploit that would allow players to teleport
  • de_overpass: Various tweaks and bug fixes
  • de_anubis: Fixed potential pixel gap exploit at A-site and plugged hole near t-spawn where bomb could be thrown out of world

Release Notes for 11/16/2023

[ GAMEPLAY ]
  • 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


[ ANIMATION ]
  • Fixed a bug that occurred when interrupting the CZ75a deploy with inspect
  • Fixed the inspect and other animations for the Shadow Daggers
  • Fixed a 'broken wrist' animation with the Survival 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


[ MISC ]
  • 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


[ UI ]
  • 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


[ WORKSHOP ]
  • 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


[ MAPS ]

Overpass:
  • 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
Ancient:
  • More player and grenade clips adjustments
  • Closed various holes and cracks in the world
Mirage:
  • Fixed clipping around scaffolding at bombsite b to prevent one-way peeking through geo
Office:
  • 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
Anubis:
  • 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
Inferno:
  • 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
Nuke:
  • Minor clipping fixes on rooftops and hut
  • Better caustics in pool at B site
  • Fixed vis issue in garage looking towards hell
Vertigo:
  • 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

Release Notes for 11/13/2023

[ GAMEPLAY ]
  • Fixed a bug where collision between players was sometimes causing players to step up
  • Fixed a bug where players could slide up walls in Mirage mid
  • Fixed a movement systems bug where players could get stuck on geometry
  • Fixed a bug that prevented "Zoom Button Hold: Repeat Disabled" from working correctly
  • Fixed a case where switching weapons immediately after shooting would result in the shot not registering on the server
  • Fixed a case where players could shoot during freeze time at the ends of warmup, halves, and matches