Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle
Purchase and activate an Armory Pass to start earning Armory Credits
Make progress toward credits whenever you earn XP with an active Armory Pass
Redeem credits for items in the Armory
[ CHARMS ]
Introducing Charms: dynamic items you can apply to your favorite weapons. Currently available exclusively in the Armory
Drag and drop Charms to precisely place them on the weapon of your choice. A weapon can have one charm attached at a time
Use a Charm Detachment to detach the Charm from a weapon. The Charm will return to your inventory and can be reused
Redeeming a Charm from the Armory grants three complimentary Charm Detachments. Additional Charm Detachments are available for purchase
[ INVENTORY & ITEMS ]
All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction
All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends' Steam Inventory web pages can now be previewed on your own inventory items
Removed ability to delete weapon cases from your inventory
Added sticker scrape level selector when applying new stickers to weapons
Added precise sticker wear level selector when scraping existing stickers on inventory weapons. Any applied stickers can only increase their sticker scrape level
Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping
Added nametag module preview on the actual items when applying nametags
Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout
Customizing a base weapon that's currently equipped will now auto-equip the newly customized version
[ ANIMATION ]
Improved character posing when on large slopes
Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean)
Pin/unpin IK logic now not affected by poor server ping times
Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored
Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing
Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders
Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations
Fixed character's pose popping when falling off a ledge
Fix for many cases where character's posing would subtly pop when traversing with slow moving weapons
[ GAMEPLAY ]
Flashbangs and HE grenades no longer prematurely detonate when they exceed their 'stuck bounce' limit
[ GRAPHICS ]
Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen
Fixed graphics artifacts for fire effect in the Advanced Video tab
[ AUDIO ]
Fixed a bug where UI sounds wouldn't position correctly when in-game
Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa
Fixed an issue where ragdoll water splash sounds would erroneously play on alive players
Fixed a case where voice chat didn't work on community servers
Fixed a case where incoming voice chats would sometimes never close
[ NETWORKING ]
Added telemetry option to display graphs of network jitter and misdelivery
Changed how packet misdelivery is measured. Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay. Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay. The new measurement method will only count reordered packets as misdelivered if they impact gameplay. Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order
[ MAPS ]
Ancient
Fixed some disappearing geometry
Fixed some cases where players could detect player movement through water from across the map
Fixed some pixel peeks
Fixed a case where player shadows could be seen through geometry
Adjusted some clipping for better player movement
Anubis
Fixed some missing collision
Nudged some geometry and clipping that were blocking grenade throws
Improved clipping on some floors for more predictable grenade throws
Fixed a pixel peek
Adjusted clipping in a few areas for better player movement
Dust2
Fixed some clipping at B site
Italy
Added to competitive matchmaking
Fixed bird animations
Mirage
Fixed some C4 stuck spots
Nuke
Fixed a pixel walk
Fixed some C4 stuck spots
Fixed some gaps in geometry where items could get lost
Fixed some disappearing geometry
Overpass
Adjusted some grenade clipping to prevent bad grenade bounces
[ WORKSHOP ]
Added optional 3rd layer to environment blend shader
Added biplanar mapping as an option for environment shaders
Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled
Added color correction, roughness, and normal adjustments to foliage shader and static overlays
[ MISC ]
Removed support for command line options that were intended for development purposes only
Practice matches and matches started with the "map" command will now run in engine loopback mode to match the CS:GO offline default. Engine loopback bypasses most networking code for the host, resulting in one less tick of latency for the local player. Engine loopback can be disabled by appending "loopback=0" to the map command-line (e.g. "map de_dust2 loopback=0").
Added counter-strafe input automation detection options for non-Valve servers. See the sv_auto_cstrafe family of convar descriptions for details.
Enabled measurement of network jitter on direct UDP connections to community servers. Previously, jitter measurement was only available for connections relayed over SDR. Jitter data is included in the net_connections_status command output.
Fixed a case where some commands, including jump, might be ignored under poor network conditions.
Fixed a bug that could cause inconsistent jump heights.
Fixed a case where client player collision would remain disabled after ragdoll interaction occurred in the previous round. Thanks for the repro steps, @poggu__.
Fixed a case for Linux users where the game would hang when opening the pause menu.
Certain types of movement/shooting input automation such as hardware-assisted counter strafing will now be detected on Valve official servers, resulting in a kick from the match
Input binds that include more than one of the following commands will now be ignored by default. Support can be re-enabled using the cheat-protected convar `cl_allow_multi_input_binds 1`
The jump-throw confirmation grunt sound can now be heard by other players nearby
[ VacNet ]
Initial testing of VacNet 3.0 has begun on a limited set of matches. If you believe your match was incorrectly cancelled, email us the match details at csgoteamfeedback@valvesoftware.com
Counter-Strike is constantly evolving. From art, to maps, to inventive plays, and even player input, the CS community shapes the game.
Scripting and automating player commands has always been contentious, but over the years some forms of scripting (e.g., jump-throws) have gained acceptance, as they enable plays that wouldn't otherwise be possible. In fact, jump-throws became such an important part of the game that we've done the work to make them reliable without any special scripting or binds (i.e., by jumping and quickly throwing a grenade).
Developing one's coordination and reaction time has always been key to mastering Counter-Strike.
Recently, some hardware features have blurred the line between manual input and automation, so we've decided to draw a clear line on what is or isn't acceptable in Counter-Strike.
We are no longer going to allow automation (via scripting or hardware) that circumvent these core skills and, moving forward, (and initially--exclusively on Valve Official Servers) players suspected of automating multiple player actions from a single game input may be kicked from their match.
To prevent accidental infractions, in-game binds that include more than one movement and/or attack actions will no longer work (e.g., null-binds and jump-throw binds).
If you have a keyboard that includes an input-automation feature (e.g., "Snap Tap Mode"), be sure to disable the feature before you join a match in order to avoid any interruption to your matches.