Counter-Strike 2 - bobb
[ GAMEPLAY ]
  • Fixed a bug where collision between players was sometimes causing players to step up
  • Fixed a bug where players could slide up walls in Mirage mid
  • Fixed a movement systems bug where players could get stuck on geometry
  • Fixed a bug that prevented "Zoom Button Hold: Repeat Disabled" from working correctly
  • Fixed a case where switching weapons immediately after shooting would result in the shot not registering on the server
  • Fixed a case where players could shoot during freeze time at the ends of warmup, halves, and matches
Counter-Strike 2 - Vitaliy
[ MISC ]
  • Added support for accepting game invites and party invites from Steam Chat and Steam Overlay.
  • Added an execution delay for certain commands that can be specified on command line to be deferred until main menu fully loads (e.g. econ action preview commands, match download commands, playdemo, and similar).
  • Fixed a bug that caused game events to not appear in CSTV demos recorded in tv_record_immediate mode.
  • CSTV auto record now requires either an active CSTV server or tv_record_immediate to be enabled.
  • Performance optimizations in game server demo recording code.
Counter-Strike 2 - ☠
[ GAMEPLAY ]
  • The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
  • Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
  • Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height

[ MATCHMAKING ]
  • Parties of four are now able to queue for Premier mode
  • Added vote-kick immunity for solo players who get matched on the same team with a party of four players
  • Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode

[ AUDIO ]
  • Reduced the maximum audible distance of grenade bounce sounds
  • Improved occlusion filter quality
  • Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
  • Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
  • Changed jump land sounds to have the same maximum audible distance as footstep sounds
  • Changed volume falloff curve of jump landing sounds to better convey distance
  • Improved molotov extinguish effects to sound better when multiple are playing at once
  • Brought back spark sound feedback when bomb defuse is cut short due to player spinning
  • Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
  • Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds

[ MAPS ]

Mirage
  • Fixed clipping on bench in palace
  • Lowered the height of box on A site to match CS:GO

[ EFFECTS ]
  • Improved performance of blood effects at close range
  • Improved bomb light visibility from back of bomb
  • Reduced muzzle flash during quickswitch from scoped rifles
  • Reduced the strength of the kill streak HUD effect after five kills

[ CSTV ]
  • Added setting "tv_record_immediate" to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tv_record is executed on the server. If the setting is disabled then content will start recording from tv_delay earlier
  • CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting "tv_record_immediate 1" and executing "tv_record" at the moment when recording should start

[ MISC ]
  • Adjusted wear values of some stickers to better match CS:GO
  • Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
  • Improved quality of 'Performance' HDR rendering mode
  • Enabling the upload of workshop maps for Wingman mode
Counter-Strike 2 - bobb
  • Updated Redemption UI to show remaining time before weekly rollover
  • Competitive Rating will now be updated after returning to main menu from a win
  • Added notice to end of match for when CS Rating had been adjusted midmatch (e.g. due to the outcome of a match that the player was kicked from or abandoned, or recovering lost points from playing against a cheater)
  • Various bug fixes and tweaks
Nov 2, 2023
Counter-Strike 2 - Piggles ULTRAPRO

The Maps workshop is now open for business.

Community map makers can start uploading their maps to the workshop, and community servers can host those maps. If you'd like to try some workshop maps offline, subscribe to them on the workshop and head to the Play menu.

There are a bunch of other workshop tool updates today, along with a host of other fixes and adjustments to CS2. Check out the notes, play some matches, and keep that feedback coming!
Counter-Strike 2 - Piggles ULTRAPRO
[ WORKSHOP ]
  • Enabled uploading CS2 maps to the workshop
  • Community Servers can host workshop maps
  • Added paint metalness and roughness by color features to Solid Color, Hydrographic, and Spray-Paint finishes in the Item Editor
  • Added option to toggle "Automatic PBR Color Correction" to all sticker types in Item Editor
  • Various Item Editor help system updates including "mat_fullbright 10" to test PBR
  • Various updates to workshop tools
[ GAMEPLAY ]
  • Fixed a case where user commands would be ignored in poor network conditions
  • Fixed a case where weapons would fire faster than intended
  • Fixed a case where clients would show multiple gunshots for one actual shot
  • Fixed a case where players would fail to keep their weapons between rounds of overtime
  • Fixed some instances of dropped weapons falling out of the gameplay space
  • In firstperson, dead players will now see their own ragdoll at the server-authoritative lag-compensated position of their demise
  • Decoy grenades interact aesthetically with smoke clouds
  • Smoke grenades now have a minimum fuse duration to prevent smokes from prematurely detonating if stuck in crevices
  • Players now ignore individual damage events dealing less than one point of damage
  • Knife attacks will now prioritize enemies and will only hit teammates if there are no enemies in range
  • Knife attacks no longer predict damage effects or sounds on the client
  • Knife attack immediately after switching to a knife will always deal full damage amount
  • For a given map location, eye height is now consistent regardless of how the player arrived
[ MAPS ]
  • INFERNO
    • Fixed clipping in various areas
    • Fixed various microgaps
    • Fixed disappearing meshes in skybox
    • Removed birds that got mistaken for grenades
[ SERVERS ]
  • Added sv_maxuptimelimit setting to request server shutdown after certain number of uptime hours.
  • Support -sv_maxuptimelimit command line parameter to randomly select uptime limit per instance within a range, e.g. "-sv_maxuptimelimit 48-72" command line parameter will request game server instance to self-shutdown somewhere between 48 and 72 hours by issuing "sv_shutdown" command on the game server.
  • Added game server startup timing log records.
  • Game servers will now print global chat messages when players acknowledge newly acquired items while connected to the game server.
  • Fixed a bug showing 100% packet loss immediately after connection
  • Fixed a bug where scoreboard ping could get stuck at a value lower than the real ping
[ MISC ]
  • Improved rendering of stickers
  • Added wins and wins-needed to Competitive Play Menu map tiles
  • Fixed various minor HUD bugs
  • Fixed various skins and sticker bugs
  • Fixed various bugs with item inspection UI
  • Fixed a skinning issue with Trapper Aggressor agent's legs
  • Improved performance of player animations on client and server
  • Smoke grenade canister changed to chrome material
  • "Boost Player Contrast" no longer applies to dead players
  • Adjusted microphone voice threshold value
Counter-Strike 2 - bobb
[ MAPS ]
Various bug fixes and tweaks:
  • Inferno
    • Improved bomb visibility when planted in fountain on bombsite B
    • Improved grenade bounce behavior on roof and stone models to make it more predictable
    • Removed part of railing on balcony
    • Adjusted garage door on bombsite A to improve player readability and clipping
    • Fixed lighting bug on Inferno workshop map
    • Fixed various micro-gaps
    • Overall clipping / movement polish
  • Overpass
    • Removed or tweaked models and textures to improve player readability
    • Adjusted lighting in certain areas to improve player readability
    • Adjusted grenade clipping in various areas
  • Nuke
    • Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
    • Fixed collision on doorways from ramp to bombsite B to be more accurate
    • Improved player readability against container on bombsite B
    • Fixed some cases where players clipped through garage door at lobby
    • Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
    • Fixed various holes in world
    • Overall clipping / movement polish
  • Dust2
    • Fixed micro-cracks in crate models
  • Anubis
    • Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
    • Fixed multiple cases where dropped weapons clipped through world geometry
    • Fixed multiple holes and cracks in world.
    • Fixed missing collision on geometry where c4 could be thrown out of the map
    • Clipped multiple areas where players could stack, providing an unfair vantage point
    • Fixed lightmap issues around CT spawn water
    • Improved player readability in mid
    • Improved CT team intro position
    • Overall clipping / movement polish
  • Office
    • Improved player readability at CT spawn around swat van
    • Fixed gaps in some cubemaps which were causing lighting issues
    • Fixed some lighting artifacts on crates at low settings
    • Disabled motion on vending machine
    • Overall clipping / movement polish
  • Vertigo
    • Fixed ladder collision blocking bullets and grenades
    • Fixed steel beams having incorrect surface property
    • Overall clipping / movement polish
  • Mirage
    • Fixed various bullet penetration issues
    • Overall clipping / movement polish
  • Ancient
    • Made fog adjustments to improve player readability
    • Fixed micro-cracks in crate models
    • Fixed multiple holes and cracks in the world
    • Made visibility adjustments to donut area
    • Fixed bullet penetration issues through wood panels near bombsite B
    • Fixed material properties on some tarp models
    • Overall clipping / movement polish
[ MISC ]
  • Fixed some cases where weapons could fall out of the world
  • Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
  • Improved performance for muzzle flashes and HE grenade effects
  • Various bug fixes and tweaks to weapon finishes and stickers
  • Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
  • Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
Counter-Strike 2 - Vitaliy
  • Added more client information to the screen timestamp label to help investigate reported issues.
  • Fixed rendering issue related to GPU UltraWide+ feature.
  • Stability improvements.
Counter-Strike 2 - bobb
  • Added a startup check for incompatible AMD graphics drivers. We will now begin reversing VAC bans for affected players
  • Fixed a bug in Windows 11 Auto HDR that led to smokes intermittently disappearing
  • Miscellaneous bug fixes
Counter-Strike 2 - bobb
[ GAMEPLAY ]
  • Command aliases now leverage subtick accuracy
[ SOUND ]
  • New sound for final 10 seconds of bomb beeping
  • Added missing KSK agent voice
  • Reduced falloff distance of knife impact and swish sounds
  • Various tweaks and bug fixes around occlusion filters and footstep clarity
[ MISC ]
  • Fixed missing gamestate integration data regarding flashbangs and damage stats
  • Fixed a bug where a defused bomb would block the player from swapping to a gun dropped close by
  • Fixed some cases where players could peek through ceilings
  • Convar cl_draw_only_deathnotices now blocks match status alerts such as LAST ROUND OF FIRST HALF.
  • Added a game server command sv_load_forced_client_names_file. Running tournament servers with +sv_load_forced_client_names_file namesfile.txt allows loading a key-values file where client names are enforced to be the tournament registered player names.
  • Added an additional fallback path for game clients to download network configuration.
  • Added a game setting cq_netgraph_problem_show_auto that allows players to enable automatic display of network connection issues in top right corner of game HUD.
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