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  3. Update 535 - Maps and Client Update

Update 535 - Maps and Client Update

Twenty new maps have gone out for this week, but also some other changes to the client are going out as well. Additionally, there's a new experimental attraction in several of the new Killhouse maps that were just released:

[h2]Killhouse Airlock:[/h2]
This airlock utilizes the vault walls and doors, along with a sequence of buttons that make the doors act similarly to an airlock; when one door opens, the other closes.



[h2]Client Changes:[/h2]
  • Added Report option in the player options dropdown list. The report function comes with a list of options you can choose from, and includes a form to include optional text to describe the report.
  • Made changes to mapcubes used in drawing to make them much more performant, reducing the total draw calls that should speed up rendering.
  • Match panes should now display up to 4 points for Casual matches and up to 7 points for Ranked matches, letting you know the actual progress of matches that your friends are playing in
  • Smoother animation transitions, and playback speed changes for walking animations to improve their quality
  • Barbed wire hitboxes no longer have a thickness set and will no longer block raycasts for explosives or bullets


[h2]Backend Changes:[/h2]
Since we made a lot of backend hotfixes in week after launch, and there were no update notes regarding them, they've been added to this post.
  • Optimizations to several backend systems that were overconsuming during high stress, and to decrease response times for operations
  • Fixed a couple memory leaks that showed up with many hundreds of players online, and fixed them so we don't have to take down the servers periodically to keep response times fast
  • Removed showing players who were not relevant to you, ie random players who have never played with you or weren't steam friends
  • Fixed Calculations of score post match for ranked point gain
  • Ranked leaderboard has been changed to update approximately weekly for the time being to reduce load until we can do further optimizations