Stor CS-uppdatering inatt – här är alla patch notes
Under natten till idag kom det en riktigt stor uppdatering till Counter-Strike 2. I uppdateringen ser vi bland annat en ändring till chatten. Nu när du kastar en granat har den en egen färg som visas i chatten. Det är även tydligare om du skriver till dina lagkamrater eller i all-chat.
Valve fortsätter även att ändra den feedbacken från sub-tick så det du ser och hör är det som händer på servern. Hur det ser ut när du droppar vapen har även ändrats.
GAMEPLAY
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More sub-tick visual and audio feedback improvements
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Reduced sniper scope bob animation magnitude and frequency
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Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle
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Fixed a case where grenade throws weren't registering on the server
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Thrown grenades no longer prematurely detonate if thrown while intersecting a teammate
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Players can no longer mitigate fall damage by defusing the bomb
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Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward
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When a network interruption is detected by official game servers, the affected match will be cancelled
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Added unique sounds for running and jumping on metal railings and poles
ANIMATION
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Fixed a bug that occurred when interrupting the CZ75a deploy with inspect
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Fixed the inspect and other animations for the Shadow Daggers
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Fixed a 'broken wrist' animation with the Survival Knife
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Adjusted the Mac10 first person animation to include strap and bolt movement
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Fixed AWP and SSG firing animation/inspect behavior while zoomed in
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Fixed a case where the Deagle slide would fail to reset on round restart
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The Revolver barrel now incrementally rotates for each shot
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Fixed some animation issues with weapons placed in community maps
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Fixed cases where the C4 light would not blink when held or holstered by players
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Fixed some cases where the player's shadow would show an incorrect pose
MISC
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Fixed a bug where bot_knives_only didn't work for T's
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Fixed some visual issues with demo playback
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Improved performance of screen particle effects
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Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice
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Text from blocked players will no longer be visible in the premier pregame chat
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Players frozen by half-time gamerules are now immune to certain damage types
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Decals now evict the lowermost decal if enough decals overlap in a single location
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Player visibility fog adjustment no longer applies to dead ragdolls
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Smoke particles no longer stick to dead ragdolls
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Fixed self/team burn damage getting recorded as enemy damage
UI
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Revised some common chat strings
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Added convar cl_deathnotices_show_numbers for observers to have quick access to player's spectate index
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Added a warning message for AMD and Nvidia graphics users with out-of-date drivers
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"Kevlar & Helmet" entry in the Buy Menu will now present itself as simply "Helmet" when contextually correct
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Added time to weekly rollover to the reduced XP message in the player profile tooltip
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Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected
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Fixed round-delayed stats not updating at match end
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Changed deathmatch scoreboard stats from K/D/A/Score to K/HS%/DMG/Score
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Fixed case where text during defuse would get cut off
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Added direction indicators to players in the square radar
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Fixed case where kill icon would not display in the post-round damage info panel
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Fixed bad string in the commend dialog panel
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Fixed case where round stats in the Watch Menu would be assigned to the wrong side
WORKSHOP
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Fixed custom sound events files in workshop maps
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Added some material settings for water refraction/caustics
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Workshop maps can now be tagged as supporting Wingman mode
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Linux clients can now run workshop maps without requiring -insecure
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Added trigger_hostage_reset trigger and logic_eventlistener entities
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Added convars sv_walkable_normal and sv_standable_normal to allow community servers to tweak player movement on angled surfaces
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Fixed health getting clipped when it exceeds 3 digits
MAPS
Overpass:
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Fixed various cases where level mesh was disappearing occasionally
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Various visual updates and fixes to models and materials
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Straightened out some collision that was pushing players off of walls or corners
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Turned off the collision of some light fixtures that were pushing players off of walls
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Added a metal plate to swat van to hide player feet, adjusted clipping around van
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Fixed some small holes in the world
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Fixed some texture mapping seams
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Added player clipping on some floor grates to smooth player movement
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Fixed some issues with the collision and surface property of fire extinguishers
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Added and adjusted some grenade clipping
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Adjusted some clipping on boxes and cable stacks in connector
Ancient: -
More player and grenade clips adjustments
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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
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General grenade clip polish
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Vending machine break sequence now only happens once to avoid strobing lights
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Removed collision from pipes and cctv cameras at ct spawn garage
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Added grenade clips to doors at stairwell
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Fixed hole in door frame at t-spawn
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Fixed texture errors on ceiling at conference room
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Fixed some lighting errors on low settings
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Fixed weapons getting stuck behind crates at back way
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Fixed lighting artifacts in front courtyard
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Fixed bad boost onto electrical boxes in garage
Anubis: -
Fixed z-fighting on stairs in connector
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Improved ground at bombsite A so that it has more accurate footstep sounds
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Fixed gap in world around b-site planting area
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Fixed z-fighting a backdrop temple near t-spawn
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Fixed missing collision at connector that would allow grenades to fall through world
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Fixed hole in world at street that allowed players to see through to canal
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Fixed vis issue on street looking back to t-spawn
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Fixed UV stretching in connector
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Sealed up holes in building rooftops for entire level to prevent grenades getting stuck in void
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Fixed holes in lower tunnel
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Fixed hole in canal
Inferno: -
Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat
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Closed hole to prevent grenades from falling through the map on bombsite A
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More player clip adjustments
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Fixed various micro gaps
Nuke: -
Minor clipping fixes on rooftops and hut
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Better caustics in pool at B site
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Fixed vis issue in garage looking towards hell
Vertigo: -
Fixed some light fixtures showing backfaces
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Fixed some light fixtures being misaligned
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Fixed missing vent pieces in Tunnels
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Attempt to fix players clipping through wood boards by stairwell at bombsite b
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Fixed bad clip above door at elevator
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Fixed flashbang inconsistency with metal gratings at scaffolding
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Fixed missing collision on horizontal tower beams at b-site
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Added grenade clips around bombsite b to prevent smokes getting caught in bad spaces
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Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better
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Added grenade clip to b platform
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Fixed disconnected girders at mid
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Moved stack of drywall at back door>b for better movement/cover
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Improved clipping at side
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Jobsite injury signs are more responsive