[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
[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 - 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.
[ OPERATION PHOENIX ] - Started Operation Phoenix - 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.
[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.
[ 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.
[ 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.