Counter-Strike 2

Counter-Strike 2

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CS:GO Release Notes 2014
By SᅠuᅠGᅠoᅠLᅠYᅠoᅠlᅠLᅠoᅠm
Counter-Strike: Global Offensive Release Notes 2014
   
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[MISC]
– Added a holiday-themed Midnight Riders Music Kit, available as an offer for a limited time.
– Updated the artwork on the M4A4 | Griffin.
– Fixed server browser displaying very few results to users. (Thanks, Gamemann)
– Fixed some cases where players would not smoothly slide along certain kinds of geometry while moving.
[MAPS]
– Train
— Widened lower ladder room.
— Blocked visibility from Bombsite B lower ramp to T ramp.
— Pushed back T spawn slightly.
— Updated collision model on train bumper models.
— Fixed some spots where C4 could get stuck.
— Fixed sun orientation.
[MISC]
– Fixed a bug that resulted in view kick (and other elements) getting an update from the server that didn’t match the client and would result in the view “kicking” in opposite directions.
– Added some code to reduce the frequency of getting a misaligned or missing HUDs.
[MAPS]
– Mirage
— Fixed a boost exploit near T ramp in Bombsite A
[MAPS]
– Train
— Sadly fixed a hilarious bug where players could ride pigeons
— Fixed some spots where a dropped bomb could get stuck
— Fixed player collision on Bombsite A white boxes
— Fixed one-way wallbang through shack near connector
[UI]
– Updated M4A1-S description
– Fixed extra large image of de_train in the lobby
– Minor fixes to gifting UI
[MISC]
– CZ75A now uses an alternate draw animation when no mags are available.
– Updating Ho Ho Ho sticker art.
– Improved memory usage on OSX and Linux.
– Blood on player models is now server-authoritative, disable with sv_server_verify_blood_on_player 0
[MAPS]
– Reintroduced Train, which has been added to the Operation Vanguard map group (available for free to all CS:GO players).
— For more information, visit www.counter-strike.net/reintroducing_train
[GAMEPLAY]
– CZ75-Auto adjustments
— Magazine size has been reduced to 8 and reserve ammo is now 16 (3 mags total).
— Damage has been reduced slightly.
— Firing rate has been reduced slightly
— The CZ75-Auto takes nearly twice as long to draw, and has an updated draw animation.
— Kill reward is now 1/3.
— Updated the weapon description.
– Increased price of M4A1-S to $3100
– Reduced price of Desert Eagle to $700
– Updated the Tec-9 firing sound.
– Fixed M4A1-S muzzle flash showing through smoke.
– Fixed not being able to defuse the bomb in some cases where it was planted on a ledge and the player attempting to defuse was standing next to it on the ground (e.g. the fountain in Cobblestone).
– Fixed a case on community servers where a player would get income after the first round when they should not.
[UI]
– Team equipment value now correctly accounts for cost of CZ75-Auto and for two flashbangs.
– “Assists” on teammate kills no longer get counted in scoreboard.
– Added some new holiday freeze-cam borders and the holiday cheer has been re-enabled – Happy holidays!
[MISC]
– Gifts have been re-enabled.
– Released a new set of stickers (available now as offers), and put some music kits on sale.
– Fixed a few localization errors
– Fixed a typo in the game mode descriptions.
– Fixed several exploits in the engine.
[DREAMHACK]
– Added Pick’Em Challenge trophies.
– Added Tournament winners trophies (Congratulations LDLC!)
– Made WATCH tab default to Live Games.
– Removed sticker store from Tournament tab.
[MAPS]
– Overpass
–Bombsite A plant trigger has been extended
–Added visual hints to the usable bombplant zones
–Removed A pit stairs, replaced with jump
–Fixed some overpowered boosts
– Nuke
–Changed floor material in ramp room and Bombsite B.
–Fixed a sound bug where only footsteps could be heard through the wall between A site and ramp room.
– Operation Vanguard
— Season, Facade and Backalley updated with bugfixes.
[MISC]
– Marked mat_texture_list as a cheat convar.
– The extendfreeze command is no longer allowed in competitive mode.
– sv_kick_players_with_cooldown 2 on community servers no longer affects new players during Skill Group calibration phase.
– Added a fun-fact for last second bomb defusals.
[DREAMHACK 2014]
– Added DreamHack 2014 Team Stickers and Legends Capsule
– Enabled the DreamHack 2014 Pick’Em Challenge
– Enabled DreamHack 2014 tab in the Watch Panel
[OPERATION VANGUARD]
– Added Mission FAQ to the Operation Vanguard website: http://www.counter-strike.net/operationvanguard/
– Mission cooldowns now display hours remaining in the mission panel and journal.
– Added a display showing how many missions a user can complete in the mission panel and journal.
– Added help text tooltip for the mission panel.
– Added Steam rich presence and twitch.tv integration data for Operation Vanguard maps.
– Fixed de_dust2 Galil mission
– Fixed bonus deathmatch weapon score calculation for missions.
[MATCHMAKING]
– Added three restrictions to Competitive Matchmaking:
— If a player does not have a competitive Skill Group, they will not be able to queue in a party with a player having a very high Skill Group
— Accounts are restricted to two Competitive wins per day until they receive their competitive Skill Group
— Unless they are in a party of 5, players will not be able to queue for Competitive Matchmaking if their skill group range is very large.
[MISC]
– Fixed a case where the deathmatch bonus weapon panel was showing an uninitialized weapon icon.
– Made host_framerate convar accessible with sv_cheats enabled ( for movie makers )
– Spectators and GOTV viewers can now spectate grenades thrown by players. To do this, press and hold the Left Alt key when the player you are observing throws a grenade. Your camera will follow the grenade until you release the Left Alt key or the grenade explodes/expires.
– Fixed Alerts panel showing incorrect layout for certain bans and cooldowns.
[MAPS]
– Bug fixes on Workout, Season, Facade, Bazaar and Marquis
[OPERATION VANGUARD]
– Fixed Overpass MAG-7 mission in Eurasia Campaign.
– Fixed errant reward on Weapons Specialist Shortdust mission for all future mission completions.
– Fixed incorrect reporting of available missions in Operation Journal ToC.
– Fixed incorrect strings in missions UI.
– Fixed “needs more players” warning showing up incorrectly in missions UI.
[MISC]
– Fixed an inventory-related client crash.
[MAPS]
– Minor bug fixes for de_facade.
– Minor bug fixes for cs_backalley.
[OPERATION VANGUARD]
– Six community maps added to the Operation Vanguard map group, available for free to ALL CS:GO players.
— de_marquis, de_facade, de_season, de_bazaar, cs_workout, and cs_backalley
– The Operation Vanguard Pass is now available. With an operation pass, you’ll receive:
— A personal Operation Vanguard Journal
— Exclusive access to the new Operation Vanguard weapon case as a separate timed drop.
— TWO all-new Campaigns: Weapon Specialist and Vanguard. Choose your own path through a series of missions that span the globe, and receive extra weapons or Operation Vanguard weapon cases as a reward.
— Access to two optional campaigns: Maghreb and Eurasia.
— An Operation Vanguard Challenge Coin, which can be upgraded by completing branches of a campaign.
— Active Duty and Vanguard Scorecards, and Friends Leaderboards to track and compare your Competitive Matchmaking performance throughout the Operation.
– Operation runs until February 10th, 2015.
[ARMS RACE]
– Friendly Fire has been turned off.
– de_stmarc, de_lake and de_safehouse are now available in Arms Race mode.
– Fixed game reporting the wrong name of the player who got to knife level in Arms Race.
– Major update to Arms Race mode:
— Leaders (players with the highest weapon index) from each team now glow for a short time after attacking.
— The weapon progression list now picks a weapon randomly from 5 fixed weapon categories.
— The number of levels to reach Golden Knife have been reduced to 16.
— Two kills are needed to upgrade with each weapon (unless you get a knife kill or kill the enemy leader).
— Added some new sounds to AR mode.
— To see more of the Arms Race rules changes, see this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=336510139
[DEMOLITION]
– Friendly Fire has been turned off.
– de_shortdust added to Demolition mode
[DEATHMATCH]
– Changed Deathmatch bonus weapon to support all guns.
[GAMEPLAY]
– When FF is off, bullets no longer penetrate teammates
[UI]
– Fixed grenades icons in weapon panel obeying the user’s HUD color setting
– Fixed Mini-Scoreboard panel not properly hiding a few avatars slots on a full server in casual when you had the Mini-Scoreboard Style set to “Just Show Player Count”
– Fixed the freeze panel overlapping with the info panel.
[MISC]
– Halloween has come to a grisly end. (sv_holiday_mode set back to 0)
– Fixed rebuy not rebuying nades, defuse kit, or taser correctly.
– Volume of ambient and 1st person sounds have been slightly reduced in “headphones” setting.
– Death Camera music no longer plays while spectating.
– Half-time / Game-end music no longer plays in overwatch mode.
– Fixed bug where 10 second countdown music(s) would play after round end when round end music volume was set to 0.
– Addressed hitches that were caused by synchronous file i/o.
[MISC]
– Fixed masks drawing through smoke.
– Fixed grenades getting stuck in chickens.
– Doom sticker is no longer invisible.
– A VAC error message will now take the user to a KB article to help resolve the error.
[HAPPY HALLOWEEN]
– In game characters are now celebrating the spooky season with masks.
– The spirits of fallen friends have again risen to haunt player death cameras (they show up in the world during death/freeze cameras in game).
– When there’s no more room in Chicken Hell….
– Added convar sv_holiday_mode (set to 0 on the server to disable holiday festivities).
[MISC]
– Fixed radius damage from exploding HE grenade to not get applied to last bot’s location where bot had been taken over by a human.
– Bots can no longer be controlled by humans during warmup.
– Updated inventory inspect animation to reveal both sides of knife blades.
– Added six new offers community stickers.
[MAPS]
-Mirage:
–Fixed wallbang inconsistency through closed window in apartments near Bombsite B
–Optimized placement of blue potted plant T side of mid
–Made balcony at Bombsite B slightly larger
–Opened up skybox from CT spawn to Bombsite B
-Inferno:
–Added relaxing windchimes to CT spawn
–Fixed bugs where players could get stuck on roof overhangs
–Fixed some textures with wrong surface properties
–Removed some wacky boost spots
–Updated collision model on pillars in Ruins
[MISC]
– Moved achievement icons to images on disk. The win panel now uses those images.
– Fixed OSX audio options
– Win/Lose round music cues now play music from the equipped music pack.
[LINUX]
– Fixed bug where many items would be rendered with incorrect lighting causing them to appear very dark or black.
[SDK]
– demoinfogo
— Fixed a bug with entity lookup from player userid that was causing incorrect position/facing/team info for players in game events.
[CSGO]
– Introducing Music Kits, featuring new music exclusively made for CS:GO by various artists and composers.
– When equipped, Music Kits replace all of the music in the game and include an anthem that plays whenever you are MVP.
– Music Kits can be shared through the scoreboard. Use the context menu to check out another players music.
– Music Kits are currently available as a special offer for CS:GO players.
– Added music volume controls for the following:.
— Main Menu
— Round Start
— Round End
— Map objective
— Ten Second Warning
— Death Camera
[GAMEPLAY]
– HE grenade damage tagging is now scaled based on the damage applied.
[MAPS]
– Fixed being able to pick up the bomb through some opaque solid walls – you now need LOS unless you get close enough to touch it directly.
– Fixed some bullet penetration bugs.
– Fixed a radar naming bug on Dust2.
[MISC]
– Fixed an issue where friends parties were not preserved when returning to lobby from an official competitive match.
– Added more specific net_graph connection descriptions for official and community servers.
– Fixed configuration of GOTV replays recording in South Africa.
– Private matches in non-competitive game modes will host the game on lobby leader’s listen server.
– Pause menu allows to invite more friends to a private match hosted on a listen server.
– Fixed connectivity to sv_lan 1 game servers.
– The +graph command now respects the server’s sv_max_allowed_net_graph convar.
– Fixed a visual glitch caused by inspecting a shotgun while reloading.
– The inspect in-game feature for marketplace assets no longer requires the previous owner id.
[SDK]
– demoinfogo
— Added the ability to dump only specific things from the demo using command line arguments. Run the tool with no arguments to see the list of options with descriptions.
— Game Events that have userid’s will show the player name as well as optionally show position and facing. The position and facing are the last read values, and do not include interpolation/prediction.
— Fixed a couple bugs in parsing that would cause missed player info when parsing some demos.
[ OPERATION BREAKOUT ]
– Operation Breakout ended and all missions are now expired.
[ MATCHMAKING ]
– Players on the same LAN as a community game server can now connect to it directly using LAN-internal IP addresses.
– Fixed client connectivity issues to community GOTV relay chains.
– Community servers will now reload the map and game rules when the first player joins after server hibernation.
– Fixed incorrect networking of some values including StatTrak counters from Linux dedicated servers.
– Friends who are trying to join a game invite to an official non-competitive game that is full will receive the corresponding message in main menu.
– Fixed CS:GO match sharing links to work even if the game is already running when they are clicked.
– Friends playing on competitive community servers will now correctly show community status on the in-game friends list.
– Fixed rich presence and join status for friends who are watching Overwatch evidence or demo replays.
– Restored functionality of several menu items in the pause menu.
[ UI ]
– The “COUNTRY” section in the Buy Menu now shows flag images.
– Renamed MOVEMENT to MOBILITY in the Buy Menu.
– Added the raw movement value to the MOBILITY section in the Buy Menu.
[ GAMEPLAY ]
– Tagging (movement slowdown when hit) has changed.
— Tagging is now slightly cumulative. Damaging someone in quick succession will apply slightly more tagging and slow them down more (to a point).
— Your currently held weapon now determines how much you are tagged when getting hit. How much you are tagged depends on the weapon’s “Mobility” value. The higher the Mobility value, the less you will get tagged when hit.
— Unified tagging values when shooting people in different parts of the body.
— Players now get tagged slightly (based on the weapon they’re holding) when they take HE blast damage.
— All weapons have updated tagging values.
– All SMGs now have ~20% more armor penetration.
– Some movement affecting server values have changed (sv_stopspeed increased to 80, sv_accelerate decreased to 5.5, sv_friction increased to 5.2).
– Fixed players getting stopped by teammate’s “in flight” grenades.
– Players who are hit by grenades “in flight” that were thrown by the other team now take a small amount of impact damage.
– Slightly increased size and contrast of most impact decals to increase impact readability.
– Impact and blood particle effects have changed slightly to improve impact readability.
[ SDK ]
– Custom maps can now spawn HE grenade projectiles using class hegrenade_projectile.
– Hammer bug fixes and improvements
— Fixed a bug where the Model Browser would become unresponsive
— Removed shortcut key for Radius Culling
— Extended functionality of Instancing – Collapse. Now allows to collapse recursively or not.
— Hammer now saves status of Instancing – View Instances
— Face Edit Sheet:
— Added buttons to randomize X and Y texture shift
— Texture scale now supports 3 decimals
— Texture shift now rolls over from 1024 to -1024
— Buttons to increase/decrease Texture Scale now increments with .005
– demoinfogo has been updated. It now parses and dumps out string tables, data/send tables, and PacketEntities.
[GAMEPLAY]
– Tec-9: Further improved accuracy and additionally reduced recoil.
[MAPS]
-Overpass
–Fixed a bug where it was possible to defuse a bomb in A site from B balcony
–Added collision to top of pillars in Park
–Added a boiler to room next to A pit (now known as Boiler)
[MATCHMAKING]
– Matchmaking sessions system has been significantly improved.
— Matchmaking backend load can now be amortized better across different game modes.
— Connectivity to game servers can be fully recovered after CS:GO backend updates.
— Games in progress remain joinable after game servers or some players lost and regained their connection to Steam servers.
— Searching for all official game modes will show the same user interface that displays the number of players searching.
— When a game update is released, clients who are searching for a match will be notified to update their client.
– Official competitive matches will abort if any player has abandoned prior to the end of warmup.
[LINUX CLIENT]
– Made it possible to connect to community servers
– Made it possible to download custom content from servers
– Fixed a variety of bugs when using non-English locales
– Added icon in the store page
– Improved client stability
[MAC CLIENT]
– Fixed a bug causing a line in the shadows to follow the player around
– Improved client stability
[MISC]
– Fixed a case where the wrong Operation name was displayed.
– Improved client stability
[UI]
– Reworked main menu item bar
— Now supports ability to offer individual items, including a set of new community stickers
— Added “Explore a Case” market link, which filters for the case and all contents
— Added a link that filters for keys.
— Added ability to preview community stickers that are offered
[GAMEPLAY]
– Tec9: Improved accuracy and reduced recoil.
[MISC]
– Added new spawn entities that can be placed in maps and are used and prioritized when playing arms race (info_armsrace_counterterrorist & info_armsrace_terrorist).
– Fixed only one non-primary weapon showing on spectator player panels.
– Improved performance as a spectator when the scoreboard was visible.
[OSX]
– Improved dynamic shadow support.
– Better detection of hardware capabilities to improve performance.
– Added multi-threaded rendering support.
[MAPS]
– Inferno
— Added a boiler to boiler
— Fixed a missing texture near Bombsite B
[ SYSTEMS ]
– Updated a large number of systems necessary for the Linux client.
[ MISC ]
– “kill” command is no longer possible in competitive matchmaking matches ( except during warmup ).
– Fix for CTs not speaking their radio lines when throwing an Incendiary grenade.
– Voice status text now shows the player location for teammates.
– Radio command location text is now colored in chat.
– Planted bomb status now displays for spectators.
– Improved some inventory, inspect and economy audio feedback.
[ OPERATION BREAKOUT ]
– Operation Breakout is on sale.
[ PERFORMANCE ]
– Improved performance when scoreboard is visible.
– Improved performance when spectator panel is visible.
– Improved performance in some cases where avatars and “Display” items are displayed.
[ MAPS ]
– Mist
— Various bug fixes.
– Insertion
— Fixed buyzone bug in competitive mode.
— Updated overview map.
[GAMEPLAY]
-The CZ75-Auto has been moved from the P250 slot to the Tec9/Five-seveN slot and its price has been raised to $500.
-Flashbang blast and HE grenade explosion damage now travels through water volumes (thanks starix)
-Buy time in official competitive config has been reduced to 20 seconds.
-Teamkill money penalty in official competitive config has been changed to -$300.
[MAPS]
-Cobblestone
–Added T spawns to lower position, prioritized them over battlement spawns
–Added ladder from bottom of T spawn to battlement near T sniper tower
–Neutralized corner when moving through archhouse on B upper catwalk
–Neutralized corner when entering B site through connector
–Moved back CT spawns
–Tightened entrance corridor to Long A, T side
–Reduced depth of CT sniper room and made windows more open
–Reconfigured B tunnels for faster T rotation time
–Added path from T side of underpass into B tunnels
–Reduced sightlines from back of B to entrances
–Lowered railing at back of B to make characters on platform easier to spot
–Cut out area behind the toilet in back of B
–Minor lighting/texturing changes at A for better visibility
–Rotated window overlooking connector
-Dust2
–Expanded bomb plant zone at Bombsite A to include outside of boxes
–Smoothed out collision on door to Bombsite B
[GAMEPLAY]
– Scaled back scope effects for AWP and SSG08, now that it uses accurate accuracy/recoil values.
– Fixed scope zoom pops in various places (on ladders, etc).
– Removed scope effect view fov scaling that used to match incorrect accuracy values (was in 8/27/14 patch).
[GAMEPLAY]
– Added positional audio support for players using Mumble voice chat.
– Fixed case where sniper scope blur was not accurately representing full sniper weapon inaccuracy when scoped.
– Fixed a bug where in some cases a bullet didn’t know it had penetrated a player hitbox if it started by penetrating another surface first and hadn’t exited before “hitting” the hitbox.
– Fixed weapon damage falloff distances getting reset every time a surface was penetrated, which allowed weapons to shoot farther than they should if they penetrated an object first (like the sawedoff).
– Terminated birthday party.
– Increased Zeus price to 400.
[MISC]
– Fixed a regression with fov_cs_debug convar.
[MAPS]
– Mirage
— Removed various unintended boost-spots
— Moved some flowers at top of mid
– Overpass
— Updated based on feedback and observations from ESL One Cologne
— Removed tall sandbags near Bombsite B which could be used to two-man boost onto and peek/shoot into T water
— Added a intended boost spot in its place, where you can two-man boost. Wall near position is bangable from both sides.
— Removed boost on green wall in playground
— Removed position on toilet mid entrance which could be used to get an angle on toilet entrance
— Fixed some spots where C4 could get stuck
— Removed grass on low cover near Bombsite A which obstructed peeking
— Changed some textures and lighting to improve visibility and reduce environment noise
— Moved lightpost at entrance to Bombsite A to remove gap
— Closed off hut at Bombsite A
— Railing outside of squeaky door no longer blocks bullets or grenades
– Rush
— Various balance tweaks, optimizations and bug fixes
– Insertion
— Added unique sounds for each spawn
Happy Birthday, CS:GO!
[MISC]
– The planted bomb now allows other players to defuse if the previous defusing player has disconnected.
– Fixed the butterfly knife having a quickswitch advantage.
– Fixed spectator view FOV being incorrect sometimes (like when leaving a player who was scoped).
– Added a convar to let servers disable observer target interpolation (sv_disable_observer_interpolation).
– Fixed a crash when bringing up the scoreboard.
– Fixed some scoreboard entries sometimes showing 999.
[MISC]
– Updated the Challenger ESL sticker.
– Team MTS Gamegod Wolf updated their sticker.
– Enabled the Virtus.Pro (Holo) | Cologne 2014 sticker to be used for the Cologne Pick’Em Challenge.
– Spectators can now hear the caster via GOTV on official event matches and toggle a variety of options (from the scoreboard) that allows caster to control the local user spectator experience.
– Fixed an exploit that allowed players to use an sv_cheats-protected sound mixer state on non-sv_cheats game servers.
– Fixed upside-down label position on butterfly knife model.
– Fixed the string “X saved Y by killing Z” showing X as Z for spectators.
– When a camera switches between nearby players when spectating, it now interpolates (disable via game options menu).
– The spectator panel no longer goes away when the scoreboard comes up, but the player health sub panel still does.
– The HUD no longer goes away when the bomb explodes for spectators/gotv viewers.
– The scoreboard mouse cursor now comes up automatically when you are an HLTV spectator.
– Added panels to the spectator panel that will show a variety of information about current matches during official events.
[CSGO]
– Added ESL One Cologne 2014 Legends Sticker Capsule
– Added ESL One Cologne 2014 Challengers Sticker Capsule
[WATCH]
– Added the Cologne 2014 Pick’Em Challenge, available in the WATCH menu. http://www.counter-strike.net/pickem/eslcologne2014
[MISC]
– Added sv_server_graphic2 that specifies a 220×45 image that is placed above the right side team.
– Renamed sv_server_graphic to sv_server_graphic1.
– Fixed classic static crosshair (cl_crosshairstyle 4) not being totally static.
[UI]
– Added cl_crosshairgap_useweaponvalue convar (0 or 1) that defines whether the crosshair gap changes with the equipped weapon (defaults to off, works with style 4 and 5)
[GAMEPLAY]
– Flagged smoke grenade particles to face player camera position instead of camera direction.
– Non-local player positions are now networked with full precision. This prevents small discrepancies in player bounding volume motion between clients and servers under certain circumstances.
[MISC]
– Fixed a rare case when a previously existing inventory item was displayed after unlocking a weapon case or fulfilling a trade up contract.
[MAPS]
Cache:
– Fixed visibility exploit around pipe at mid.
– More translation fixes.
– Fixed multiple one-way wallbanging issues.
– Made catwalks wallbangable.
– Fixed issue where grenades would get stuck on thin wall panels.
– Smoothed movement around generator for less abrupt movement restriction.
– Improved readability around Quad.
– Further improved readability at Heaven.
Mist:
– Improved clipping, removed possibility to boost at various locations (where it was not intended)
– Added clip in windows
– Deleted bad DM-spawn (in Underpass)
– Players should now properly die when jumping from the Sniper tower
– Increased the width of B-site door coming from ShortStairs
– Made skill-jump at Catwalk easier (still hard)
– Removed pipes sticking up at Side (looked like a player head from a far)
– Added possibility to jump from blue container at Stairs (avoid peeking CT from Outside when rushing Underpass)
– Removed strong light at Stairs to make peeking to Outside less dangerous
– Changed red-navigation decals to orange (easier to see)
– Raised generator at CT-side Catwalk to allow easier movement when jumping down from middle
– Removed railing/yellow poles at Front (allowing easier movement for T at the start of each round)
– Slight optimization of items in the skybox
– Updated hints around T-spawn/Front
– Very careful removal of items in the player area
– Removed unusable doors (that was placed around the level)
– Removed barrel under Backway stairs (there is no way anyone could have placed it there)
– Updated text on the Restricted sign (German and Finnish – Finnish soldiers are now greeted welcome)
– Removed col from fence at Sniper tower
– Lowered the sound intensity for rumbling rain at B-site
Cobblestone:
– Changed terrorist faction to Phoenix
[UI]
– safezonex’s min value can now go as low as 0.28 with triple monitor setups and will allow a min value of 0.475 with double monitor setups.
– Added convar sv_server_graphic which allows the server to specify a 360×60 px image file (must be 16k or smaller) in /csgo/ that will display in the spectator view. Supports PNG transparency.
– when the scoreboard is up, the radar will now switch to the square “overview” mode (disable with cl_radar_square_with_scoreboard, or in the Game Settings menu)
[MISC]
– Fixed a crash on round end/restart or player spawn if a player was parented to another entity that was cleaned up.
– Increased session communication buffer size to allow for up to 64-player sessions.
– Added experimental cpu_frequency_monitoring convar to detect thermal throttling. If you have CS:GO performance problems on Windows, add “+cpu_frequency_monitoring 2” to the CS:GO command line to see if CPU thermal throttling is an issue. If the displayed CPU frequency percentage drops below about 80-85% then you may have a problem with your CPU slowing down due to overheating. If it drops below 50-55% then you may have a serious problem. CPU overheating can be caused by overclocking, insufficient cooling, insufficient airflow, failing or dirty fans, or other causes. The CPU frequency results are displayed with cl_showfps or net_graph. For more detail see https://support.steampowered.com/kb_article.php?ref=2715-YIPD-6873
– Added engine_no_focus_sleep convar (default value 50 milliseconds), which controls the amount of time the engine sleeps per frame when the game is not in focus.
– Fixed incorrect material property on some breakable doors and scaffold models
[SDK]
– Added a few more location “Place Names” for use by level designers
[CACHE]
– Added solidity to gates in b halls and ct garage to allow for nade creativity.
– Improved readability in B heaven.
– Improved readability by quad.
– Improved lighting by forklift.
– Improved prop-consistency by quad by adding more rigid edges.
– Increased visibility in vent.
– Fixed missing texture issues.
– Fixed various lighting issues.
– Fixed texture translation issues.
– Added clipping to prevent an exploit boost.
– Slightly increased vent lighting.
– Minor but important change to shadowing in some rooms.
[INSERTION]
– Added fences/fallen trees/cliffs around the map to reduce the ammount of invisible walls.
– Added a small window above the backdoor in the barn.
– Added a big rock next to “SeaRock”.
– Minor gameplay tweaks.
– Optimized the villa (thanks to Glitchvid).
[OVERPASS]
– Fixed the A box not having its clip brush enabled.
– Fixed some unfair peek and boost spots around the map.
– Added some clip brushes to smooth movement.
– Fixed the sign decal on the bank.
– Thanks AreUhungry.
[GAMEPLAY]
– Fixed a surround spatialization issue caused by not handling angle wraparound properly at 0/360. ( thanks derpylurker )
[MISC]
– Fixed a networking regression with M4A1-S when fired by a player who is not the owner of original item.
– Fixed M4A4 | Howl showing as the wrong quality in GOTV streams.
– Fixed decay lerp on non-default crosshairs, crosshairstyle 5 now decays linearly and is now frame-rate independent.
– Fixed equipped collectible items not networking correctly for other players.
[GAMEPLAY]
– Fixed the bullet penetration system not penetrating static GRATE surfaces (fences) and brushes that are NODRAW on both sides (for example, the ladder in Cache).
[MIRAGE]
– Fixed upper shutters in kitchen having a NODRAW face inside that wall that prevented wallbanging from one direction (bottom wood is unchanged).
– Clipped a part behind van to prevent bomb from getting stuck.
– Thinned B “bench” wall a bit to allow more damage to penetrate.
– Clipped windows in palace so you can’t jump into them.
[OVERPASS]
– The bank side door has been opened to reveal a new path into A.
– The back A stairs have been flipped to enter nearer to the bomb plant zone.
– A site has been opened up, the APC has been moved back and a new box has fallen off of the semi.
– “Quickfall” palettes have been added to the bottom of ladder on T-side tunnels to allow for quick decent (ala Nuke).
– The flower box at the CT sniper spot at Long A is now higher.
– The connector tunnels have become more spacious.
– One of the windows in Connector Tunnels has been opened up (for possibilities…).
– Removed shelf in sniper nest above A to allow grenade damage through.
– Stomped some flowers in the box outside bathrooms leading to A because they got in the way of an important sight-line.
– Added a light to the bathroom connector to Long A. This improves visibility of players looking from mid connector.
– Fixed the steam pipes on connector to no longer leak steam.
– Clipped a few more areas to smooth movement and cleaned up nav mesh.
– Updated radar image.
– Thanks to iBP steel and c0tt0n
[COBBLESTONE]
– Removed OP flower pot at back of B.
– Added a lip at the top of main B entrance to provide more cover to T team.
– Slightly extended large planter by B entrance to close a thin sight line from back of B to side door.
– Drop-down to alternative B entrance has been widened to allow a better view of the room below.
– Drop-down room roof beams have been moved further away from the stairs.
– Roof of alternative B entrance has been opened up for additional grenade throws.
– Locations where the bomb could be dropped out of players’ reach have been clipped off.
– Lighting changes at some locations to provide better visibility.
– Shifted tapestry in CT sniper room up and made it lighter color to make players more visible against it.
[BLACK GOLD]
– Removed collisions on red light above B doorway (Long B).
– Simplified drill tower bases and pipes based on Operation feedback.
– Fixed lighting issues on warehouse support beams.
[UI]
– By popular demand, added a 6th crosshair style (cl_crosshairstyle 5) which emulates the non-dynamic behavior of 1.6 and Source. Just like the previous versions of CS, this crosshair does not accurately portray current weapon accuracy, spread or recoil, but does provide feedback about whether or not you are currently firing a weapon. If you are a new player or you haven’t quite mastered recoil or accurate range, use crosshair styles 0, 2 or 3. They accurately show up-to-date feedback on your current weapon’s bullet spread/recoil at every given state.
[MISC]
– All weapon cases, weapon case keys, operation passes, name tags and stickers are now marketable as commodities on Steam Community Market.
– Replaced “Death Comes” sticker art.
[CSGO]
– Introduced the new eSports 2014 Summer Case.
[OPERATION BREAKOUT]
– Added quick link to Operation Journal on player profile.
– Added several new missions to the mission drop list.
– If you have two missions that you haven’t been able to complete for some time and you are eligible for next mission drop, you are now allowed to delete one of your current missions.
– Journal will auto-close when a competitive match is found.
– When exiting a lobby, the mission panel now enables properly.
– Fixed an overlapping mission panel in Play With Friends lobby.
[GAMEPLAY]
– Adjusted penetration system to have bullets lose less damage for travelling through mass and more for the initial impact.
– Increased penetration bonus slightly for penetrating objects that start and end with plastic and cardboard surfaces.
– Penetration Power for AWP, G3SG1 and SCAR-20 has been lowered slightly because their damage naturally gives them higher penetration.
– Fixed bad penetration results with surfaces that started bsp and ended displacements or vice versa.
– Fixed bad penetration results when penetration exit surface was a nodraw surface.
– Penetrating a glass surface no longer erroneously consumes more damage on impact than other more solid surfaces.
– sv_showimpacts_penetration now shows how far a bullet penetrated before it terminated and stopped travelling.
– sv_showimpacts_penetration now shows when the bullets stops.
[SDK]
– Added key “Only Spawn-Valid Destinations” to trigger_teleport that allows mapper to ignore teleport targets that are not valid player spawn positions ( blocked by geometry or other players ).
– Added new demoinfogo.exe command line tool. Run this on a demo file and it will dump out demo packet info to the console. The source code is available in demoinfogo.zip.
[MISC]
– Added context menu for all items that tells you how many items you need to fulfill a trade-up contract (entry links to the marketplace, pre-filtered for items that can fulfill the contract).
– Fixed overview images not loading for custom maps with the dds embedded in the bsp.
– Added a default image to the loading screen.
– Additional work on memory savings for servers. Memory consumption should now be 50% or less of what it was two weeks ago.
– Additional work on memory savings for clients. Memory consumption should be about 165 MB less than it was two weeks ago, which should improve stability on 32-bit Windows.
– Fixed async rcon socket connections from OSX clients to be fully compliant with standard (thanks protonic86).
– Fixed a bug that could cause packet loss on Windows servers.
– Suiciding players or players who died naturally (like world damage) can no longer “save” another player.
– “You saved X” won’t show if the player on your team who you saved is an enemy (like if mp_teammates_are_enemies is on, for example).
[MAPS]
MIRAGE
– Updated look of inner middle window wall materials.
– Updated the Catwalk to Kitchen window bang to better visually designate what is bangable and what isn’t.
– Replaced the vent cover in window room with one that allows more visibility through it.
– Connecter to A wall now has a blown out, wood covered wall on the left to visually designate a bangable spot to allow more options for taking/retaking A.
DUST
– Replaced all game-play affecting double doors with the new metal ones.
DUST2
– Replaced all game-play affecting double doors with the new metal ones.
– Fixed some bad geometry in various places that allowed bullet penetration when it shouldn’t.
INFERNO
– Replaced non-wallbangable coil at B with bangable variant.
– Thinned half-wall at B to allow banging down from site.
OVERGROWN
– Fixed various exploits that allowed you to reach unintended areas.
– The windows along the top of B are now breakable on T side, the same as they are on CT side.
– The roof windows at Inside are now breakable.
INSERTION
– Fixed players getting stuck on each other after a teleport in competitive.
– Added cover and some foliage to east side of hostage rescue.
– Added buyzones at teleport destinations.
– Removed collision from villa windows when glass is broken so grenades can be thrown through them.
– Minor lighting and visual work.
CASTLE
– Moved T spawn further away from bomb sites to increase the time it takes to reach them.
– Moved CT spawn closer to A.
– Added a big column to A spiral stairs, removed well.
– Increased brightness.
– Added another light outside of hut.
– Decreased reflections on windows.
– Other minor improvements.
[MISC]
– Fixed radar not showing up for spectators or GOTV viewers.
– UI bugfixes for missions and scoreboard.
– Fixed a crash for render state corruption related to smoke grenades.
– Fix for local user avatars sometimes not loading correctly.
[OPERATION BREAKOUT]
– Missions will now properly reward progress on partnering dedicated servers.
– Fixed graphical glitch with water on cs_rush and de_overgrown when shader detail is set to medium or low.
[GAMEPLAY]
– Fixed the Tec-9 weapon script.
[MISC]
– Fixed a rare crash when updating the scoreboard.
– Zooming out of a sniper scope on a map that doesn’t have a post processing entity will no longer cause a circular visual artifact.
[OPERATION BREAKOUT]
– Six community maps were added, available in official matchmaking to all CS:GO players for the duration of the operation.
– Operation Breakout All Access Pass is now available for purchase. Features include:
— The Operation Breakout Challenge Coin
— Mission drops
— 45 new weapon finishes as potential mission rewards
— Operation Breakout Case drops
— Journal that contains:
—- Active Duty Scorecard
—- Operation Breakout Scorecard
—- Friends leaderboards
[GAMEPLAY]
– The Buy Menu has been updated and now has the following weapon stats:
— Damage ( Pre-falloff damage against an unarmored opponent. )
— Firerate ( How frequently does this weapon shoot or can be shot )
— Recoil Control ( How easy is it to compensate for the recoil )
— Accurate Range ( The distance up to which 100% of shots will land within a 30cm circle. See cl_weapon_debug_print_accuracy )
— Movement Rate ( How fast the player can move with the weapon in hand )
— Armor Penetration ( The percentage of the shot’s damage that ignores armor )
— Penetration Power – See Below
– Weapon Changes:
— Desert Eagle:
— Increased standing and crouching Accurate Range
— CZ75-A:
— Decreased standing and crouching Accurate Range
— Tec-9:
— Increased standing, crouching, and moving Accurate Range
— Elites:
— Reduced price to $500
— SSG08:
— Reduced price to $1700
— Increased Accurate Range slightly
— Mag7:
— Penetration Power increased
— Pellets reduced to 8
— Individual pellet damage increased to 30
— Reduced maximum range slightly
— Sawed Off:
— Penetration Power increased
— Pellets reduced to 8
— Individual pellet damage increased to 32
— Reduced maximum range slightly
— Spread increased slightly
— XM1014:
— Reduced price to $2000
— Penetration Power increased
— Spread reduced slightly
— For all shotguns except Nova, pellets will now penetrate walls.
– Updated the bullet penetration (wallbanging) system to be more straight forwarded, fixed some previous bugs associated with it. (for more info on how penetration works, see this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=275573090)
– Bullets now leave a brief trail in the air after penetrating most surfaces (wallbang)
– Human players can +use a bot to retrieve the bomb.
– The spotting code that shows enemies on the radar now considers the map’s fog values to determine if a player will show up or not.
– The game now announces if you’ve been “saved” by someone or have “saved” someone. Saving someone means that you eliminate an enemy who is about to kill one of your teammates who is unaware of that enemy.
– Added a new convar (sv_showimpacts_penetration) that will display on screen penetration data when bullets penetrate surfaces in game.
– Added a convar mp_backup_round_auto, when enabled will keep in-memory backups to handle reconnecting players even if the backup files aren’t written to disk, enabled by default.
– Added convar mp_force_assign_teams that when set, will auto assign players to a valid team and does not give them the option to choose teams.
– Exposed previously development only ConVar (cl_weapon_debug_print_accuracy) which shows Inaccuracy, Spread, SpreadDistance, Player Velocity, Accurate Range, and some other real time data for weapons when shooting.
[MAPS]
– Maps have been divided into three groups: Active Duty, Reserves, and Operation. These map assignments will be re-evaluated every Operation.
— Active Duty Maps:
— Dust II
— Nuke
— Mirage
— Inferno
— Cobblestone
— Overpass
— Cache
— Reserves Maps:
— Train
— Aztec
— Dust
— Vertigo
— Office
— Italy
— Assault
— Militia
— Operation Maps:
— Castle
— Overgrown
— Black Gold
— Mist
— Rush
— Insertion
– Mirage:
— Fixed a collision exploit near entrance to Underpass.
– Nuke:
— Reduced fog
— Blocked visibility through bottom of cover in Bombsite A.
— Made ceiling in Bombsite B twice as thick.
– Dust2:
— Fixed some spots where C4 could get stuck.
— Reduced post processing effects.
– Inferno:
— General graphical updates.
— Thinner pillars underneath trellis in CT spawn.
— Thinner pillars on awning in Alt Mid.
— Added lights to balcony in Alt Mid.
— Fixed some spots where C4 could get stuck.
— Removed pretty flowers behind yellow car in banana.
— Added a ton of flowers in other areas to compensate.
— Calmed down dog in apartments.
— Removed tree boost spots.
— Added a chickencoop to T spawn.
— Changed max chicken population from 10 to 12.
— Added back relaxing flamenco music to T spawn.
— Updated the skybox.
— It is now possible to shoot through the box in the middle of Bombsite A.
– Militia
— Fixed a bug where bots would get stuck.
[MISC]
– Competitive matchmaking will no longer consider matches with a very high skill group difference regardless of search time.
– Updated all loading screens and the team select screen.
– Demos launched with +playdemo on the command line are improved:
— Allows specifying full paths with drive letters for the demo filename.
— Hide the main menu when a demo is started from the command line.
– Fixed the team select screen lingering and sometimes not going away in some circumstances.
– Fixed radar not showing up during the first round of a competitive match on official servers.
– Reduced screen effects on high shader settings when zoomed with scoped rifles.
– Resolved an issue that was preventing users from earning knife-related achievements in Arms Race.
[ OPERATION PHOENIX ]
– Operation Phoenix has ended.
– The Phoenix Case is now available for all players.
[ CSGO ]
– Nine items from the Huntsman Case and Community Sticker Capsule have been replaced by items from the workshop. Visit the following link for details: http://steamcommunity.com/games/CSGO/announcements/detail/1751086783896069815
[ GAMEPLAY ]
– Fixed ammo pickup mechanics not following the same rules are weapon pickups when it came to sounds – now when you pick up any ammo (like a second flashbang), it won’t make a sound when you walk over it and will when you run.
[ MATCHMAKING ]
– When a player has been banned for cheating (via VAC or Overwatch), all Skill Group adjustments from that player’s recent wins will be reverted for their partied teammates as well as their opponents.
[ MISC ]
– The “thirdperson” and related commands are now executable by servers (for mods and plugins).
– Added a server convar (sv_allow_thirdperson) which allows servers to set players to third person mode.
– The env_fog_controller entity now has a field and input to scale the amount fog is adjusted when players zoom (with scoped weapons).
– Community tournament servers with built-in round backups enabled will automatically restore all player data upon reconnection and this in most cases will avoid having to load round backups.
[GAMEPLAY]
– Cobblestone
— Blocked long sightline from back of Bombsite B
— No longer possible to plant on top of hut at bombsite A
— Made statue base at bombsite B taller, so players can’t peek over
— Made hut on bombsite B catwalk wider
— Moved all T spawns to upper level
— Decreased fog
— Removed small tree near platform in mid
— Pushed down some vegetation that players could hide in
— Disabled collision on small rocks
— Blocked visibility through cart in mid
— Revised cover in Bombsite B courtyard
– Overpass
— Redesigned the connector between canal and park
— Made tunnels under Bombsite A easier to navigate
— Added lights to hut near Bombsite A
[MISC]
– Matches in which a whole team gets disconnected will no longer terminate and the disconnected players will get the opportunity to reconnect and finish the match.
– Added a new context menu option ‘Use With Trade Up Contract,’ which will be visible when you own ten or more items of the same quality.
– Weapons can no longer be deleted from the inventory.
– Added a game setting for twitch.tv streamers to allow backend integration with new twitch.tv directory.
– Added backend integration with Steam Community for better inventory filtering and Steam Community Market search.
– Added support for per-channel ratelimits in engine threaded network layer, ratelimits are controlled with a group of net_threaded_socket convars.
– Fixed pistol round achievements to award player progress in the pistol round of the second half in competitive matches.
– Fixed several rare crashes on clients and servers.
– Fixed a problem in tournament round backups when players had invalid characters in their persona names.
[SERVERS]
– Added a convar mp_backup_restore_load_autopause to control whether the game remains paused after round backup file is loaded.
– Added a dedicated server convar host_rules_show to control whether the server is allowed to reply to connectionless rules requests.
– Improved server lobby slot allocation logic to reduce the chance of getting ‘session is full’ errors when connecting to a game server with available player slots.
– Fixed a slow memory leak in Linux dedicated servers.
– Fixed several rare game server crashes on Linux.
[MISC]
– Added a convar (cl_hideserverip) that when set to 1, will hide most cases of the server and client IP address appearing in the developer console.
– In official competitive matchmaking, servers will no longer show the message of the day.
– Fixed several errors that previously showed up in the console.
– Moved some messages that would previously show up in the console to dev 1 and above.
[CSGO]
– The Trade Up Contract no longer restricts items to a single collection. In exchange for 10 items of identical quality, the Trade Up Contract provides one item of the next highest quality, from a collection of one of the items provided.
[MAPS]
– Agency
— Updated with bugfixes.
[MISC]
– Fixed CZ75a reload animation: the player will now perform a traditional magazine reload if the forward magazine has already been used. If there’s enough spare ammo, the forward magazine is restored when the weapon is hostered and re-drawn.
– Plugins can now precache new particle systems within pcf files by calling PrecacheGeneric() and passing the particle’s pcf file path.
– r_drawscreenoverlay is now set to 1 by default and is modifiable by the server.
[MATCHMAKING]
– Fixed buytime ending as soon as all players join in QMM.
– Increased warmuptime when all players are connected from 30 sec to 60 sec
[UI]
– Fixed the default radar scale and money position settings overlapping with the spectator UI in the most common resolutions.
– Dropdown panels now support more than 20 options.
– Fixed inventory grenades icons drawing black.
– Fixed the bottom position player counter being a bit too low and cut off.
– Fixed hud alert flickering.
– Fixed Deathmatch Bonus Panel overlapping excessively with radar in extreme cases.
– Optimized some hud options code which improves performance.
– Money position relative to radar now considers safezone.
– Fixed HUD background alpha not saving if you set cl_hud_background_alpha to 0.
[SDK]
– Added concommand ‘rangefinder’ for map makers (provides 2d and 3d distance to target).
– In Demolition games, the last weapon can be any weapon and trigger the end of round logic if enabled.
[MISC]
– Added Effective range and rangefinder functionality to cl_weapon_debug_print_accuracy convar.
– Fixed bad hostage icon positioning in some cases.
– In DeathMatch it now says the right name for all guns.
– In Demolition games, the next weapon panels now work for all guns.
– Optimized backend performance when when accessing CS:GO inventory on Steam Community.
[CSGO]
– Added the Huntsman Case.
– Added the Bank Collection to the drop list.
– Added Community Sticker Capsule One.
[UI]
– The bomb inventory icon in the UI now shows an arrow when you pick it up in a addition to the sound and center screen message.
– Fixed some relative positioning of elements to the radar to work consistently with hud scaling and resolution.
– Players now have the option to adjust HUD elements. This includes:
— Place the Player Count element at the top of the screen or bottom (cl_hud_playercount_pos).
— Show all avatars in the Player Count element or just the player count number (cl_hud_playercount_showcount).
— Size the Radar element (cl_hud_radar_scale).
— Choose a color to display the main parts of the HUD (health, ammo, money, etc) (cl_hud_color).
— Adjust the HUD background alpha for the colored elements. (cl_hud_background_alpha).
— Select to show the bomb position under the radar or in the default inventory position (cl_hud_bomb_under_radar).
— Display the health and ammo with or without bars/bullets (cl_hud_healthammo_style).
– Updated the look of the options menu.
– Removed the pop-up confirmation dialogue in the video options menu with tooltips.
– Added some tooltips to various options menu widgets.
– Dropdown panels now don’t go away and reappear when you click on them.
– Drop panels will now hide if you click on the header when they are open.
– The health number in the health panel now supports displaying numbers greater than 100.
– Fixed the health bar not scaling properly with health greater than 100.
– When a player opens a sticker capsule on the game server it will now correctly print in chat the rarity and actual sticker found.
[ COMMUNITY SERVERS]
– UPS, M4A1-S, & CZ75a are now available in Community Arms Race and Demolition games. To use them, add them to your server’s gamemodes config file.
– Increased default downloadable file size from servers to 150MB, added client launch option -maxdownloadfilesizemb N if clients needs to download even larger files from community servers.
– Added a convar weapon_reticle_knife_show, when enabled will show knife reticle on clients to be used for game modes requiring target id display when holding a knife.
[MISC]
– Starting the game with a different anti-virus or in different paged pool memory configuration will no longer reset all video settings.
– Fixed matchframework shutdown order during dedicated server shutdown process.
[MAPS]
– Seaside
— Added bomb teleport trigger, to prevent bomb getting stuck in water
– Overpass
— Removed one-way dropdown near entrance to bombsite B, making the site easier to defend
— Reduced volume of environment sounds
— Removed ramp at back of truck in Bombsite A
— Updated radar
— Added cover in T side of canal
— Made upper park divider wider
— Improved visibility in park
– Inferno
— More accurate collision model on blue truck
[UI]
– The options menu now has a setting for specifying which command will enable the mouse on the scoreboard. The option has a few presets but any command may be set using the convar cl_scoreboard_mouse_enable_binding directly (e.g. ‘cl_scoreboard_mouse_enable_binding +jump’).
– Fixed uninitialized scorecard for competitive matches being visible.
– Improved lobby performance.
– Added saving of inventory sort and filter dropdowns.
– Fixed chat window scroll bars getting stuck at the top/bottom.
– Fixed scoreboard mouse input when watching gotv.
[SDK/MAPPING]
– Added a new trigger (trigger_bomb_reset) that teleports dropped bombs back to a valid in-play position. This is intended to be used in player-inaccessible areas where a dropped bomb cannot be retrieved.
– Bots no longer see through tools/toolsblock_los func_brushes (npc line-of-sight blockers).
– Bot maximum vision distance can be set per-map by “Bot max vision distance” in info_map_parameters. Default is unlimited.
– Prop doors (prop_door_rotating) that are in the process of opening or closing can be checked to see if they are “Locked” and if so, ignore player +use.
[MAPS]
– Mirage
— Enabled collision on arch corners (Thanks NBK!)
— Fixed some spots where C4 could get stuck
-Vertigo
— Added bomb teleport trigger to prevent bomb falling out of playable area
— Closed off dumpster in chokepoint near bombsite B
— Improved signage
— Fixed players being able to climb down elevator shaft
[MISC]
– In Official Competitive matchmaking, the initial warmup timer will now start at 5min and reduce to 30s when the last player connects.
– In Official Competitive matchmaking, if any player has not connected by the end of warmup, they will receive an abandon and the match will be aborted.
– Fixed vote accounting in cases when players disconnect while the vote is in progress.
– Fixed a bug related to purchasing armor.
– Fixed smoke grenades popping again when thrown into more than one molotov fire in a row.
– Smoke volumes are now more consistently shaped with the particles more evenly distributed. The overall shape is now round and no longer square.
– Increased minimum distance from the center of a smoke grenade volume in which a player’s view will be completely obscured by smoked.
– Fixed some “micro hitches” related to picking up weapons with custom finishes and new players joining a game.
– Fixed several potential crashes.
– Fixed some Coach bugs
— Fixed radar and overview maps for coaches not behaving like players.
— Fixed scoreboard item status for coaches not behaving like players.
– Added support for concommand spec_player_by_name for in-game spectators.
– Improved Official Competitive matchmaking scheduler to support more than 65,535 users playing competitive matches concurrently.
– Default USP, M4A1-S, and CZ-75 Auto weapons that are on the ground will show the correct names in “swap for” message.
– Decoy grenades now work properly for the USP-S, M4A1-S, and CZ75 Auto.
– Steam accounts that have never played CS:GO can now purchase and receive CS:GO inventory items via Steam Trading.
[UI]
– Scoreboard changes:
— Added ability to use mouse cursor in scoreboard.
— Cursor will be enabled on the scoreboard by default in halftime and endmatch.
— When alive or spectating, if the scoreboard is visible, the cursor can be enabled by using secondary fire.
— Players in scoreboards have left click context menus that allow you to commend, report, block communcation, etc.
— Scoreboard will adjust to the size of the number of players in the match. Max is still 24 players.
— Combined clan tag and name tag into one field.
– Fixed the CZ-75A icon not showing overhead during freetime.
– Added Commonwealth of Independent States flag, uses alpha 2 code “CC”.
– Fixing aspect ratio of a few flags.
– On community servers after mp_swapteams or vote to swap teams the game will also swap team names and flags.
[GAMEPLAY]
– Adjusted the rules for dropping a grenade upon death: you now drop your most recently selected grenade. If you never selected a grenade, you will drop the most expensive one.
– Improved player hitbox alignment.
– Players shot in the head from the side will play a new left or right headshot flinch animation, instead of forward or backward.
– Defuse kit art has been adjusted to make them more visible.
[MISC]
– Reduced client virtual memory usage.
– Fixed an out of memory crash that could occur while downloading workshop maps.
– Fixed a hitch related to inventory icon loading.
– Players that fail to properly validate with VAC will no longer get the generic “Invalid STEAM UserID Ticket” message and instead see “An issue with your computer is blocking the VAC system. You cannot play on secure servers.”
– Started a trial of official competitive matchmaking on servers in South Africa.
[MAPS]
– Overpass:
— Added connector from T water to T tunnels
— Opened up small concrete hut near Bombsite A
— Made wood stack near door to A tunnels climbable
— Made it possible to shoot through wood wall near Bombsite B
— Made area near fountain in park slightly larger
— Tweaked environment light
– Dust2:
— Removed some small gaps between crates in Bombsite B
– Inferno:
— Added wallbanging on low wall near barbecue (Thanks Spunj!)
— Revised clipping on balcony near mid
[EMS One Katowice 2014]
– Added EMS One Katowice 2014 CS:GO Championship Sticker Capsules:
– Each capsule contains a single EMS One Katowice 2014 participant sticker. A portion of each capsule’s proceeds is shared equally among the included organizations.
[Misc]
– Fixed a bug where the sticker peel animaton played when opening the apply sticker panel.
– Centered the names of stickers.
– Demo highlights now show a “Fast forwarding to next highlight…” message while fast forwarding.
– Demo highlights now include bomb plant and bomb defuse.
– Fixed dsp canceling and a few other exploits.
– Added competitive match scores to in-game friends list status display.
– Added rich presence display in friends game details in Steam Overlay.
– Fixed a hitch on stattrak kills for players with large inventories.
[Maps]
– Mirage:
— Made it easier to peek short from B apartments
— Made cover at back of B bangable
— Horizontal metal bars on catwalk no longer block bullets or grenades
— Made corner to the right on Bombsite A scaffolding bangable
– Overpass:
— Added more cover in Bombsite A
— Widened gate at back of Bombsite A
— Blocked fence completely at back of Bombsite A
— Color coded tunnels under A
— Removed dropdown into water near bombsite B
— Made cement bags around bombsite B easier to climb
— Added cover near construction
— New connector between upper park and bathrooms
— Widened tunnel near T spawn
— General polish and optimization
– Dust2:
— Fixed tiny gaps between boxes in Bombsite A
— Fixed killer box in Bombsite B
[GAMEPLAY]
– Fixed the molotov not having the same collision bounds as the rest of the grenades.
– Fixed some grenades allowing radar visibility when they shouldn’t and vice versa – this fixes bugs like players showing up on radar through smoke volumes when they shouldn’t.
– Increased radarvispow from 0.2 to 0.4.
– Fixed icons on the radar not fading out properly when they should have.
[MISC]
– Fixed frequent connection errors when starting private casual matches with friends on a local server.
– With sv_grenade_trajectory on, the debug overlay boxes now reflect the size of the grenades bounds when they collide and bounce.
– Added an option to the options menu to use raw number keys or weapon binds for selecting players when spectating and voting for maps at round end (spec_usenumberkeys_nobinds, defaults to 1).
[NETWORK]
– GOTV watch requests for matches with significant number of twitch.tv spectators will always get directed to GOTV relays.
– Added convar host_name_store to indicate whether host name is revealed in queries and GOTV. Host name is always printed in status command output.
– Added convar host_info_show, operators can set it to the following values: 0 to block server info queries; 1 (default) to respond with all details excluding identities; 2 to respond with all available details.
– Added convar host_players_show, operators can set it to the following values: 0 to block server players queries; 1 (default) to respond only with max players and uptime; 2 to respond with all players details.
– Server operators can now list game rules cvars in gamerulescvars.txt file, those cvars when marked as FCVAR_NOTIFY will be included in A2S_RULES response packet to server management software and 3rd party clients. The total size of A2S_RULES response packet must be within approximately 1Kb (MTU). File gamerulescvars.txt.example is provided.
– When a server is running with the -nomaster parameter, it will not register on GMS and will not respond to direct queries.
[MAPS]
– CS_Downtown: Fixed bug where players could spawn outside of map in Deathmatch
– DE_Favela: Fixed exploits where players could get out of map, various other polish
– DE_Inferno: Fixed exploit where players could see through roof near Bombsite A balcony
[ OPERATION PHOENIX ]
– Started Operation Phoenix[www.counter-strike.net]
– Operation Phoenix Passes are available for purchase. They provide access to:
— Eight maps, chosen by the community, available on official CS:GO matchmaking for all game modes.
— An upgradable Operation Coin, that tracks all competitive matchmaking statistics for the duration of the event.
— Exclusive access to the new Operation Phoenix Case, with 13 Community-Created Weapon Finishes.
[MISC]
– Teammate Colors:
— Added convar cl_color to allow players to set their preferred teammate color index.
— Renamed teammate colors convar to cl_teammate_colors_show and added option to display Color Letters over teammate colors in competitive (“cl_teammate_colors_show 2”).
— Teammate preferred color can now be chosen when in a lobby and displays above player avatars.
– Damage can no longer be done to teammates during a freeze period in any mode.
– Fixed cs_baggage skybox texture.
– Fixed cl_draw_only_deathnotices 1 and cl_teamid_overhead 0 not hiding the overhead player arrows.
– Fixed player flair icons getting cropped on avatars in the lobby.
[Aug and SG556]
– Scope dot no longer fades too quickly during online play.
– Scope dot is slightly more visible against bright backgrounds.
– Scope dot is now tinted using the player’s crosshair color settings.
[MAPS]
– Overpass
— Smoothed out movement on truck in Bombsite A
— Simplified cover in bombsite B
— Removed some trees in upper park
— Smoothed out ground in canal
— Removed small walls near playground entrance
— Tweaked cover in playground
— Small fence at birthday area no longer block bullets/grenades
— Simplified corridor to CT sniper position
— Improved player visibility
— Improved performance
– Nuke
— Made wallbanging through large metal doors consistent
— Added back pretty lighting in bombsite B
— Made it possible to throw grenades through skylights in warehouse
— Fixed some graphical bugs
[NETWORK]
– Added support for threaded socket processing on clients and servers.
– Significantly reduced the size of client connect packet to be below MTU.
– Optimized split packet processing sequence.
– Client address is no longer transmitted in official game events or saved in official GOTV demos.
– Client P2P NAT requests are now always rejected when connected to a game server.
[MISC]
– Aug and SG 553 scope modes now correctly respect players’ zoomed mouse sensitivity settings.
– Fixed game client unexpectedly loading installed plugins. -LoadPluginsForClient is now required if client needs to load plugins, however with plugins client will start in insecure mode.
– Added buymenu localization tokens for the CZ75-Auto.
– Player teammate colors now stay consistent throughout a match in both Competitive MM and most third party services.
– Adjusted the teammate colors a bit based on feedback.
– Fixed miniscoreboard causing hitches by refreshing the avatars too often.
– Fixed the chat on Macs showing hex colors instead of names.
– Fixed Scar-20 icon not being visible in the in-game weapon inventory.
– Fixed NameTag text field not taking input.
[Shipped yesterday]
– Fixed Classic Static (crosshairstyle 4) not being static.
– Fixed player color arrows being bot colored in casual.
– Fixed letter label showing up over player dots in radar when spectating / watching a demo.
[ CZ75-Auto]
– Added the CZ75-Auto as a new stock pistol that is a loadout alternative to the P250. Its stats are identical to the P250’s with the exception of being fully automatic and having only two magazines.
http://blog.counter-strike.net/index.php/2014/02/8644/
[ CS:GO Weapon Case #3 ]
– Introducing the CS:GO Weapon Case #3, comprised entirely of pistol finishes, including finishes for the new CZ75-Auto.
[ GAMEPLAY ]
– Weapon adjustments based on data collected:
— Increased Aug recoil
— Reduced Aug rate of fire
— Reduced Aug and Sg553 scoped run speeds
— Increased Desert Eagle accuracy recovery by 2.5%
– Improved scope visuals for Aug and Sg553.
– Aug now has a new firing sound.
– Pressing the walk key while running now properly decelerates your speed to walking instead of instantly capping it.
– Fixed regression that broke environment fog not being reduced when zoomed with a scoped weapon.
[ UI ]
– Added text filter to loadout.
– Added peel animation when player cycles position.
– Fixed enemies on the square radar not rotating to match their view.
– Fixed teammate colors sometimes shuffling on some panels when a player disconnected in Competitive Mode.
– Crosshair style 2 (Classic) has been changed to accurately show weapon accuracy.
– Added some ConVars to be used with crosshairstyle 2 (Classic) to allow users to further customize how they want it to display. (cl_crosshair_dynamic_splitdist, cl_crosshair_dynamic_splitalpha_innermod, cl_crosshair_dynamic_splitalpha_outermod, cl_crosshair_dynamic_maxdist_splitratio)
[ MAPS ]
– Overpass
— Improved visibility.
— Removed small cover on CT side of Bombsite B.
— Drastically reduced the number of trashcans.
— Widened tunnel near T spawn.
— Widened lower door in park connector.
— Widened corridor near CT sniper room.
[ MISC ]
– Fixes to improve game stability during startup.
– Added diagnostic info to debug video config reset.
– Fixed dedicated server to write steam_appid.txt
– Fixed several game server memory leaks.
– Fixed a bug causing certain workshop maps to re-download every time the game is launched.
[ STICKERS ]
– Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
– Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
– A sticker can be applied to any gun, and each gun can hold multiple stickers.
[ MISC ]
– Several adjustments to improve performance for a range of hardware configurations.
– Ended Operation Bravo.
– Overpass and Cobblestone maps are now available to everyone.
– Removed the following items from the store:
— Season’s Gifts. They are still marketable on the Community Marketplace and remain fully functional.
— Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
– Doing an ent_create now orients the created entity opposite the player’s orientation so it’s facing the player.
– Added a new material type called ‘Lightmapped_4WayBlend’ that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend
– Added more diagnostic information for buffer overflows in network channel.
[ UI ]
– Removed rouge [sic] pixel on mode map selection UI.
– Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
– Reduced translucency of avatars in playercount panel and did some minor visual updates.
– Enemies icons on radar are now a different shape than teammates.
– Hostages on radar now have an H in the dot and never rotate.
– Added sort method ‘Equipped’ to the Inventory.
– Added a setting to Game Options that allows hiding Team Tags in death notices.
– Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
– Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.
[ GAMEPLAY ]
– All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.
— Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
– Weapon balance has been adjusted:
— Improved Desert Eagle accuracy recovery
— Improved Sg553 and AUG rates of fire.
— Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
— Increased movement inaccuracy on all automatic weapons by 50%.
— Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
– sv_airaccelerate has been slightly increased.
[ MAPS ]
– Mirage
— Fixed a bug where you could peek over a crate at CT stairs.
— Added a peek position in Bombsite A connector, towards Palace exit.
— Clipped benches inside palace.
— Fixed some boost/exploit spots (Thanks F3RO!).
— Breakable metal panels can no longer be shot through without triggering break effect.
— Made it easier to get into hole leading to CT sniper window.
— Made it easier to move over cart leading to B route from CT spawn.
— Reworked cover in Bombsite A.
— Reworked cover in Bombsite B.
– Overpass
— Changed cover in playground.
— Fixed smoke sorting on water.
— Made players easier to see in park connector stairs.
— Raised upper park divider to prevent peeking over it.
— Increased ambient lighting.
— Made bridge near Bombsite B twice as wide.
— Made it easier to spot players in T side of canal.
— Simplified the layout of Bombsite B slightly.
— Removed small tree at CT side of upper park.
— Blocked visibility through truck in Bombsite A.
— Tweaked soundscape.
— General optimizations.
– Inferno
— Fixed a bug where players could get stuck in ceilingfans.
— Fixed some areas where thrown C4 could get stuck.
— Increased brightness slightly in hallway leading to balcony in Bombsite A.
— Fixed gaps that players could see through in Bombsite B.
— Made wall penetration in construction more consistent (Thanks Pawlesslol!).
— Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
— General optimizations.
– Dust 2
— Removed dark texture near tunnel stairs.
— Removed sky collision over building near T spawn.
— Covered up shadow that looked like a player near CT spawn.
— Fixed invisible ledges on curved corners.
– Assault
— Fixed various graphical bugs.
— Fixed bugs related to prop_physics_multiplayer.
— Added a CT van to CT spawn.
— Fixed an exploit where players could get out of the map.
– Significant improvement to server infrastructure to support growing CS:GO community.
[ UI ]
– Fixed an alt-tab related memory leak.
– Added ability for Friends Lister to display two columns of friends.
– Added ability for mouse wheel to scroll Friends Lister.
– Added filtering by item name. Players can enter any part of an item name in the text field to filter their inventory.
– Added ability to sort items when selecting items that will work with a tool.
– Players can no longer initiate a vote kick on the final round or match point.
– The ‘bomb has been planted alert’ now also states the number of seconds that mp_c4timer is set to.
– The voice chat button in the lobby (microphone) now stores it’s state from session to session.
– Fixed remaining cases where Blog would take mouse input when if was obscured.
– Fixed Main Menu bar buttons getting stuck in highlighted state.
– Context menu entries are now divided into categories.
– Open Case UI will auto-select a key in cases where players do not need to choose between different types of keys.
– Fixed cases where players could not rename items in Lobby and Pause menu inventories.
– Inventory images will show the thumbnail for a weapon’s sticker.
– Buying helmet when you already have kevlar will now update the health/armor HUD icon element immediately on purchase.
– Fixed the freeze cam panel not always having the killer’s weapon item data during demo playback.
– Grenades now show player ownership in their name.
– Fixed some vote panel text getting truncated.
– Fixed the health, armor and ammo HUD elements not showing up sometimes when spectating some players.
– Fixed some alignment issues on the spectator follow panel
– Fixed the weapon image in the spectator panel not having a background.
– Realigned the spectator follow panel a bit.
– The gift drop alert panel has been de-holiday-ified.
– Removed the snow from the main menu background.
– Turned off rope and freeze cam holiday effects.
– Fixed missing Cyrillic characters in chat.
– Fixed HUD disappearing when alt-tabbing or starting another app (like hlmv).
[ MAPS ]
OVERPASS
– [Bombsite A]
— Moved CT van to give more effective cover
— Made CT van climbable
— Moved fences to give more space
— Removed red car
— Widened door into back of A
— Blocked visibility from bridge to canal
— Tweaked position/rotation of truck
— Made corridors and stairs under A wider
– [Bombsite B]
— Moved Bombsite B to CT side of pillar, extended area with a platform to give more space and cover
— Made players in sniping room easier to silhouette against the background
— Made cement sacks climbable
— Opened up wall on CT side
— Made bridge wider
– [General]
— Moved up CT spawns and pushed T spawns further back
— Increased C4 radius to 500 from 400
— Railings in sniper room no longer blocks bullets or grenades
— Added light to sniper room balcony
— Made upper door in park connector wider
— Made park connector easier to navigate
— Made corridor near T spawn wider
— Brighter ambient lights in canal pipes
— Made climbing thing in playground more solid
— Made bathroom corridor wider
— Made windows in bathrooms breakable
— Added spectator fixed camera positions
— Tweaked soundscape settings
— Fixed various minor bugs
COBBLESTONE
– Added collision to top of trees
– Added more accurate model collision
– Removed particle effects that could be mistaken for grenades
– Blocked a sightline in battlements near A
– Blocked a hiding hole in underpass near A
– Removed light models near statue at B that could be mistaken for player heads
– Removed a portapotty at back of B
– Raised height of center fence near B
– Fixed various minor bugs