Always the latest update news:
19 Feb 2016
[ MISC ]
– Gemini missions’ previous rating data on in-game scoreboard will now reliably refresh for the players when they replay Gemini missions.
– Improved bullet accuracy tracking algorithm to correctly account for the last kill of the match.
– Improved headshot tracking algorithm for shotguns to record a headshot if any of the pellets in the blast hit victim’s head.
– Tuned Blitz Mission schedule to better fit peak CS:GO users worldwide.
– Fixed a ladder position interpolation bug that would cause players to teleport back to the top of ladders they fell off of
– Fixed a rare player collision bug that would deal extreme falling damage to players stuck between nearly vertical level or prop geometry
– Fixed server crash when players were moving around func_tracktrains entities (fixes community server crashes when running mods Zombie Escape, Minigames, etc).
– Fixed a regression in StatTrak Music Kits official MVP counter display.
– Fixed a regression in competitive timeouts voting rules.
— Fixed various minor bugs
— Fixed some trees showing as unlit
— Removed some decals
— Fixed various minor bugs
— Fixed pixel walking on rafters
— Fixed a number of spots where C4 could be dropped and not retrieved
— Fixed wallbanging values on trophy room wall
— Rooftop to Silo jump distance increased slightly
— Players can no longer defuse the bomb on A site from under the floor on B site
— Flashbangs now correctly blind players behind toolsblocklight brushes
– Operation Wildfire is LIVE: http://counter-strike.net/operationwildfire
— Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
– The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
— The Operation Wildfire coin, upgradeable through the completion of challenge missions
— An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
— The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
— The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
— Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
— Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
— Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
– Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://counter-strike.net/reintroducing_nuke
– ARMS RACE
— The leader’s glow in Arms Race no longer shows through walls.
— M4A1-Silenced has been added to the rifle section of available Arms Race weapons.
– Fixed AWP icon to better represent the weapon’s silhouette.
– The English string “ALIVE” in the playercount hud element is now a localized token.
– Inventory filter for All Weapons now filters out display items and music kits correctly.
– Inventory sorting by Quality now better groups items within the same quality by their slot.
– Updated the Nuke loading screen icon.
– Fixed particle rain not following the “in eye” player if you were spectating someone.
– Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.
-[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
– Maps can have multiple radar images based on player height.
– Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
— Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
— Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
— Added an Exploding Barrel entity for use in the Co-op Strike missions.
— func_hostage_rescue entity is now able to be disabled.
— Added a Heavy Phoenix enemy.
– Added item_coop_coin entity that displays how many (of 3) you’ve collected.
— In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.
— Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
— Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
– The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
– prop_door_rotating now blocks nav when closed, locked and unbreakable.
– Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.
– Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
– Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
– Resurrected the HL2 env_gunfire entity.
– Added two new convars for managing dropped weapons
— weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”
— weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”
– Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
– Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
– Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).
— Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
— Fixed DM spawns
— Improved radar polish
— Improved visual polish
— Added physics to fence in Sun room
— Fixed numerous “pixel walks”
— Fixed one-way wallbang at mid (thanks TomCS!)
— Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
— Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
— Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
— Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
– Slight adjustments to Safehouse, Lake, and Shoots
– Operation Bloodhound has come to a close.
– The Falchion Case will be available as a drop for all players.
— Increased price to $200
— Reduced kill award to $0
— Reduced max player speed to 220
– New Music Kits will be available for purchase directly in the main menu for a limited time.
– In official competitive matches, voice communications are now team-only in warmup and half-time, allowing players to discuss player roles and strategies.
[ MUSIC KITS ]
– Players can now purchase Music Kits that track Official Competitive MVPs. These special Music Kits are available as StatTrak Music Kit offers. All new music kits are also available as normal (non-StatTrak) Music Kit offers.
– Daniel Sadowski
– Ian Hultquist
– Kelly Bailey
– Ki Theory
– Lennie Moore
– Michael Bross
– Mord Fustang
– New Beat Fund
– Troels Folmann
[ ANIMATION ]
– Fixed crouched defusal aim matrix bug
– Improved walk/run blending in some cases when speed changes rapidly
– Improved walk footplants
– CPU performance optimizations.
[ CSGO ] – Added the Shadow Case, featuring 16 community designs, with a chance to contain the all-new Shadow Daggers. [ GAMEPLAY ] – Zeus can only be purchased once per round and cannot be dropped. – Players can now only purchase five of any weapon per round (controlled with mp_weapons_allow_typecount). [ ANIMATION ] – Improved animation performance for certain hardware configurations. – Fixed Molotov holding pose. – Fixed incorrect foot position for pistol deploys. – Reduced cycle rates for ladder animations at top speed. – Small increase to crouchwalk cycle rates, footfall fixes. – Adjusted blend on C4 plant animation. – Adjusted defuser cable thickness. – Fixed defuser cables not disconnecting from the defusing CT player. – Adjusted crouch animation rise and fall speed. [ MISC ] – Fixed some improper inventory icon camera positions. – Fixed flickering shadows associated with dynamic player culling. – Fixed cases where culling plane intersected or completely covered players. [ MAPS ] – Updated Cache to the latest version.
[ ANIMATION / GAMEPLAY ] – Replaced all player body animations (Existing character models retained for demo compatibility) – Replaced all world model weapon animation – Updated shared player skeleton – Re-rigged all player model geometry and player scaffold animation – Updated animation networking to continually synchronize animation state instead of periodically latching – Player animation sequence selection is now server-initiated – Added new player states including bomb defusal and ladder climb poses – Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state – Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle – Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them – Added support for arbitrary numbers of articulated mechanical parts on world weapon models – Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons – Added physics motion to holstered attachment weapon locations – Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius – Replaced shared hitboxes with new capsule-based set – Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs – Ragdolls now assume more exact pose of their parent player on physics init – Re-built animation statemachine to support blending locomotion over any weapon aim or action poses – Enabled support for dynamic player animation layer re-ordering – Sequence blendlayers now correctly contribute to computed cyclerate – Added defuser cables and multimeter model – Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes – Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata [ UI ] – Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches – Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone. – Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers [ RENDERING ] – Fixed improper stencil state in glow pass rendering [ GAMEPLAY ] – Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position – M4A1-S: — Reduced price — Reduced armor penetration — Reduced ROF — Increased base spread – Zeus x27 — Reduced price to $100 – Dual Berettas — Increased armor penetration — Increased range modifier [ GOTV ] – Added viewmodel position lerp to gotv camera transitions [ OVERWATCH ] – Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).
[MISC] – Fixed an FOV zoom bug caused by crouching immediately after a zoomed-in shot. – Fixed a case where rapidly pressing a key while loading into a competitive game would prevent the client from spawning. – Adjusted the molotov/incendiary grenade extinguishing distance. – Fixed mouse cursor being visible and eating keyboard input during Demo playback. [LINUX] – Added SIGINT handler to issue a graceful sv_shutdown. – Added SIGTERM handler to quit the server. [MAPS] Dust2: – Fixed a spot near mid doors where C4 could get stuck – Fixed some texture bugs in A site – Raised lamp near T spawn towards mid – Added commemorative grafitti Train: – Fixed a ladder bug close to T entrance to A – Fixed a bug where grenades could fall into traintrack grooves and not deal any damage Cache: – Improved the silhouette of forklift to facilitate better firefights – Fixed an issue where weaponry could become irretrievable beneath vent (Thanks JoshOG!)
[STICKERS] – Updated some player signatures with their latest submissions: device, dupreeh, Skadoodle, emagine, and literally, n0thing. [UI] – Fixed top nav bar becoming unresponsive. – Recovered Watch Highlights button. Now can be used on any player in the match. – Added ability to specify what round to begin watching downloaded demo from. – Fixed bug where reloading Watch Panel would not preserve categories. [MISC] – Enabled lag compensation on pose parameters.
[ SOUND ] – Reduced frequency of CT equipment sound. – Fixed a case where a dead player or dead bot played footstep sounds. – Removed minor audio artifacts and smoothed tails for FiveSeven and Glock fire sounds. – Fixed distant sounds for Galil. – New sand surface footstep sounds with additional variations. [ PHYSICS ] – Doors and moving trains now move at correct speed on servers with tickrate above 64. – Doors and moving trains will no longer get blocked by weapons or decoys. [ MISC ] – If mp_teammates_are_enemies is set when a round is won, round numbers now properly count and increment. – Fixed a rare purchasing issue when items purchased from limited-time offers resulted in an unredeemed claim item in inventory. – Fixed rendering of debug overlays sometimes not getting cleared when connecting to a new server. – Fixed P2000 viewmodel hammer pop when reloading. – Added in-game flags for Vietnam and Mongolia. – Added Gunsmith style to workshop workbench (for more information visit: http://blog.counter-strike.net/workshop/finishes/gunsmith.html)
[ MISC ] – Fixed smoke rendering exploits that were possible when running certain video capture applications. – Fixed rare issues when equipping the same loadout item for both teams. – Fixed an issue where the list of tournament matches would not refresh. – Added official game servers cluster in Atlanta. [ SOUNDS ] – Added new carpet footstep sounds. – Tweaked sounds of suits when running to synchronize with footsteps. [ MAPS ] -Overpass –Made first train event predictable, train will start 10 seconds after Ts leave their spawn tunnel –Implemented area sound for train, can now use sound reliably throughout B site to hide grenade sounds, footsteps etc. –Fixed a see-through texture near Bombsite A towards upper park -Dust II –Fixed 30 exotic spots where C4 could get stuck
[AUDIO] – Footsteps are quieter when spectating in-eye. – New Overwatch kill notification sound. [MISC] – Fixed a case where clicking on an Overwatch verdict also clicked on the blog post. – Disabled old code that allowed subtle auto aiming with controllers. – Performance optimizations for players with large inventories. – Fixed some exploits that allowed unauthorized code execution. – Added the player_hurt event to GOTV demos. – Added flavor text to the Baggage and Cobblestone Collections.
17 Jun 2015 [SPECTATING] – Added a server convar sv_maxusrcmdprocessticks_holdaim which determines how long (number of ticks) a server holds client aim data while processing a backlog of user commands. – On Valve servers, GOTV demos will now reliably broadcast and record players’ viewangles on the ticks when weapons were fired. [MISC] – Controllers will now reliably be recognized if plugged in mid-session. – Fixed a handful of bugs in the options menu in regards to navigating. – Fixed the keybind page being in a bad state when you navigate to it via the Audio “EDIT USE MIC KEY” button. – Threaded occlusion query to help with server performance in casual games with many players. occlusion_test_async turns it on or off. – Added OSX convar, mat_osx_force_csm_enabled which forces dynamic shadows on. [MAPS] -de_zoo –Made one of the windows in CT sniper hut (facing long A) solid –Made the tower in the lemur enclosure partially climbable (disabled hiding spot just below the platform –Blocked LOS when standing on the signpole near T spawn looking into “Truck” and the aquarium –Fixed some fishes leaving their aquarium –Fixed several (self)boost spots that weren’t supposed to be reachable –Fixed the gaps in one of the wooden fences at CT spawn –Fixed several pixelwalks (including the one at mid above the spiral staircase) –Fixed possibility to throw grenades onto the false ceiling at mid connector –Fixed a wallbang spot at Upper T
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[OPERATION VANGUARD] – Operation Vanguard has come to a close. [MAP GROUPS] – Train has been added to the Active Duty map pool. – Nuke has been moved to the Reserve map pool. [GAMEPLAY] – Smoke grenades are now more reliably kept track of on the client to prevent mismatches between smoke particle visuals and screen overlay visuals. – Fixed players being able to double stack inside a smoke to peek out of the top (and be really hard to see from outside the smoke). – Updated expiration of the smoke screen overlay to match more closely to the visuals of when the third person particles expire and vice versa. – Updated the vertical position slightly of the smoke particles to reduce seeing though edges of the smoke (particularly at the bottom). – Fixed spectator sometimes not getting the smoke overlay for the player they are spectating when that alive player is inside smoke. – Improved spawnpoint selection code to not spawn at occupied spawn points or spawn points of a different team. – Tagging values have been tweaked slightly to increase tagging on higher mobility weapons, and updated values for tagging on multiple hits to make it more effective (Added a guide to explain how tagging works: http://steamcommunity.com/sharedfiles/filedetails/?id=412879303 – Increased price of the M4A1-Silencer from 3100 to 3200 to align the weapon’s price with its utility. – Increased Tec-9’s damage fall-off to reward players that close engagement distance. – Lowered Tec-9’s magazine size to 24 to reward more discriminate firing. – Lowered scoped movement values for AWP and Autosnipers. – The accuracy of the MP9, MP7, and Mac-10 have been improved. [STATRAK] – Trade up contracts work on StatTrak weapons. – There is now a StatTrak swap tool available for purchase. It swaps the StatTrak value between two of the same weapon. [SERVER BROWSER] – Fixed the server browser showing the map workshop path in the “Map” column. – Added a sortable column to the server browser to display whether a server is running a map from the workshop or not. – Added a sortable column to the server broswer that displays icons for popular game mods running on that server. – Server browser will save the layout changes made between game sessions. – Updated the first time server browser pop up message. [UI] – Fixed scoreboard hiding at match end when you bring up a player’s Steam profile. – Added a game option in team options section to control whether lobbies get created with public access or private requiring invites for friends. – Added Flavor Text to the Bank collection. [MISC] – Add surround sound support (quad/5.1) on Linux. – Marked nav commands as a cheat to protect against potential server exploits. – Chicken kills are now logged in CS event logs on game servers including attacker and weapon information. – HE grenade detonations are now logged in CS event logs prior to logging player deaths from corresponding HE grenade explosion. – Added sv_reliableavatardata 2 game server setting for LAN tournaments production. In this mode the game server will load player avatars from corresponding csgo/avatars/76512345678-.rgb files (or csgo/avatars/default.rgb if the corresponding SteamID avatar is missing), and avatars will be recorded in GOTV demos. To produce avatars rgb files tournament operators can place 64×64 png player avatars as csgo/avatars/76512345678-.png and run the client-side command cl_avatar_convert_rgb to convert all 64×64 png files into rgb format. – Optimized the process of logging in players to matchmaking backend during game updates. [MAPS] -Dust2 –Opened up skybox around Long A double doors, Catwalk and Short –Improved visibility around blue car in Long A –Fixed render distance on a crate in CT spawn -Mirage –Opened up skybox around back of apartments –Simplified sides of CT sniper window in mid –Raised cover slightly in upper mid –Fixed visibility through a crate in Bombsite A -Overpass –Opened up and simplified Bombsite A –Added back stairs to pit near Bombsite A –Opened up semi-open door in bathrooms, fountain side -Cobblestone –Smoothed out movement in Bombsite B –Removed corner on left side of T tunnel into Bombsite B –Haystack near Long A now requires a jump to get on top -Train –Various optimizations –Removed collision at top of ladders –Pushed Bombsite A further back towards CT side –Added a third train car to A site to reduce amount of long sightlines –Added a peek-position inside T main –Opened up area on the left side of T main exit –Moved dumpsters in Ivy –Raised crane in Bombsite A –Blocked extremely tight angle from lower CT ramp towards T ramp in Bombsite B –Prioritized CT spawn positions -Cache –Fixed an exploit boost at A –Added a decal indicating the boundaries of the A bombsite’s plantzone –Made white tarps on crates more spammable (Thanks Mod645!) –Fixed shadows casting into A main shed from boost spot –Improved readability from middle to A site container -Shorttrain –Added back to map rotation
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[UI] – Added round result history visuals to the scoreboard for Competitive games. – Spectators/casters can now use SHIFT when drawing on the map overview which will show the approximate time it takes to travel that (2D) distance. – Drawing on the overview map can now be done in two colors using left and right mouse buttons. – Lines drawn on the overview map are now smoothed. – The map overview drawing is now a bit cheaper to render. – Added a WIP “Grid” option to allow drawing to snap to a standard grid (that can be accessed for spectators if “mapoverview_allow_grid_usage” is 1). [TOURNAMENT] – Added server event logging for match start which also includes the team names playing as CT and T. – Added server event logging details for kills that occur with penetration, domination, and revenge modifiers similar to how the headshot modifier was logged previously. [MISC] – Fixed the round stats sometimes reporting that the round ended by time running out when the bomb was defused. – Fixed a very rare case when Ts could kill a defusing CT, win the round, and a dead CT could still score a bomb defusal and earn defuse money bonus after the round was already over. – Added flavor text to Operation Phoenix collection weapons.
Counterstrike Global Offensive Updates