Counter-Strike 2 - Valve
• Fixed server crash when total number of player reaches 64
• Fixed issue with mouse cursor becoming non-visible after launching a game via the server browser
• Fixed UI crashes related to more than 10 players in a game
Counter-Strike 2 - Valve
Gameplay:
• Updated weapons based on performance metrics:
- Slightly increased the damage for the fiveseven to keep it on par with other pistols.
- Lowered the max width of the recoil patterns for the MG's to make them better for their price point.
- Lowered the spread on the Negev to be more in line with the m249.
• Improvements have been made to burst fire and tapping.
• Added player spawns to all maps to support up to 30 players.
• Player spawns are now randomly selected from a prioritized list of spawn locations in order to better support more players per map.
• Adjusted bot behavior to fix the “antline” looking behavior.
• Added support for server operators to specify tick rate with the –tickrate parameter.
• Physics simulation tick rate now set to be the same as the game tick interval.
• Bullet tracers have had improvements made to speed, visual effect, and frequency.
• Chickens added to Inferno

UI
• The Server Browser sorts Favorites and Lan tabs by ping rather than Tags.
• The radar will no longer display an ‘X’ for dying players when they are not within sight of the player or player’s teammate.
• Weapons with a burst mode will now show which state the gun is in on the ammo panel.
• Input device is now locked to whatever device launched the game session.
• Updated the Kevlar and Kevlar + Helmet buy menu images.
• Updated the Domination icons.

Audio
• Footsteps update position more often by shifting position determination to client side entity tracking.
• Tuned ambient sounds in most maps

Bug Fixes
• Fixed a bug with individual pistol round-based achievements. They can only be earned in Classic game mode now.
• Fix for changing video settings while in game sometimes causing a deadlock.
• Added a popup message triggered when a player attempts to initiate a vote on a server with voting disable.
• Fixed bug where player's nav area would be reported as being on the floor below them causing the radar location to be displayed incorrectly.
• Fixed several UI related crash issues.
• Third party map and _SE map names no longer display in the scoreboard with the #SFUI_MAP_ localization token.
Counter-Strike 2 - Valve
Gameplay:
• Added Classic Casual to the Find a Game options.
• Increased running inaccuracy of rifles and snipers. Lowered recoil of negev, lowered standing inaccuracy for negev. improved famas secondary burst grouping, increased ak47 recoil
• Added money bonus to knife kills.
• Bot difficulty tuned.
• Removed the grace period for defusing the bomb as it allows to many hard-to-fix exploits.
• Fixed elite cycle time to be the same as CSS

UI:
• Update to the Main Menu screen:
- Rank medals earned by the player will now be displayed underneath their name.
• Play menu screen updates:
- Updates to win panel for Arms Race including: improvements to displaying the winner, animated elements, and progression icons.
• Fixed demo playback loading screen problem.
• Fixed placeholder elements on generic loading screen.
• Added timer to continue loading screen.
• Fixed assists in death messages showing up in modes other than "Classic".
• Fixed the "Next Weapon" panels not displaying properly in Arms Race before you got your first kill.
• Fixed alert text popping (position/opacity) behind the Exclamation Point graphic when the animation first comes up when the buy time has expired.
• Condensed spectator panel to minimize overlap with other hud elements.
• Removed old green tint from radar directional arrow and ring to match current HUD gray color scheme.
• Win panel can now show progress made towards stat based achievements completed that round.
• Fixed Demolition mode next weapon icons being incorrect.
• Added missing outline on incendiary grenade icon.
• When using a gamepad, the left and right shoulder button glyphs will gray out when there is no one left to spectate.
• Fix for the gun icons being too big and cutoff.

Maps:
• Added Nuke SE
• Added Inferno SE
• Dust SE
- Added overviews for radar
• Aztec SE
- Added overviews for radar
• Dust
- Adjusted size of buy zones for both CT and T's.
• Shorttrain
- Updated radar overhead map: Removed corner sections, towers, and yellow "garbage" can from bomb planting zone.
• Train
- Increased accuracy of bomb and buy zone graphical indicators on radar image.
• Inferno
- Updated size and location of buy and spawns zone graphics.
• St Marc
- Rescaled radar overhead map and angled the bomb zone graphic to match the actual angle of the zone.
- Adjusted color-correction settings.
• Safehouse
- Adjusted color correction settings.
- Adjusted radar image scale and position.
• Italy
- Adjusted buy and spawn zone graphics for CT's and T's.
- Fixed extra-large and bright light coronas in hostage area and Wine Cellar.
- Fixed a tree at Right Alley
- Made a slew of accessible areas inaccessible. Thank you, Maiho for identifying these.
- Adjusted color-correction settings.
• Aztec
- Updated buy and spawn zone graphics on radar image.
• Dust 2
- Expanded and moved both the CT a T buy and spawn zones in radar image.
• Bank
- Increased active game area border line weight from 1 to 2 pixels in radar.
- Adjusted color-correction settings.
- Fixed stretching polygons on the door frame at Gas Station.
- Fixed the door model at Market.
• Nuke
- Adjusted spawn and buy zone graphic indicators on radar image.
• Baggage
- Readjusted color-correction settings.
• Lake
- Increased active game area border line weight from 1 to 2 pixels in radar.
- Adjusted color correction settings.
• Sugarcane
- Updated color-correction settings.
• Office
- Adjusted buy and spawn zone graphics for CT's and T's.
- Adjusted color correction settings.
- Fixed a bug where the slideshow projection would sometimes show up on the wall behind the projector wall.

Audio:
• Dsp removed from all third person footsteps and gunshots to increase directionality. In turn removed audio quality option which was mainly responsible for determining dsp level.
• Moved the distance at which weapon shots cross fade to their "distant" version further away from the player to aid in identification of weapons being used during the round.
• Third person weapon shot volume raised to aid in the identification of weapons being used during the round.

Bug Fixes:
• Fix for getting the golden knife too early in Arms Race.
• Fix for incorrectly retaining the gold knife on respawn after a suicide, team change, or killed by enemy knife.
• Regenerate the recoil tables at game mode/type start; this allows the tables to incorporate parameters from loaded convars.
• We now remove the golden knife from the player if they had it and lost a level in Arms Race.
• Fixed a bug with the HUD where the round timer stops with 0:01 left if the round ends by timeout.
• Fix for knife spawning in on the ground with you if you end the round without your secondary weapon (pistol).
• Fix for single hostage shooting penalty getting counted multiple times.
• Spectators are no longer allowed to vote.
• Fixed view model hitching after a full network update.
• Fixed a crash pertaining to death notifications.
• Fixed an assert that would happen every time a player opened a prop_dynamic door.
• Fixed potential crash in FAMAS and Glock when firing remaining burst shots when the PlayerOwner owner no longer exists.
• Fixed flash bangs showing through doors.
• Fix for losing mouse focus when directly connecting to a server.
• Fix for crash when running a dedicated server under specific linux versions/distrubutions.
• Fix for instances of "Round draw" voice over playing between matches.
• Fixed some ducking pops that would happen when toggling duck during ducking / unducking.

Miscellaneous:
• First round of mostly PC specific CSM optimizations that improve perf. on all CSM quality levels:
- Optimized the core CSM shader to use fewer ALU instructions (VERY_LOW/LOW=21% faster, MEDIUM quality level=10% faster, HIGH=8% faster).
- Coaxed the HLSL compiler to [flatten] several important conditionals it was sometimes issuing dynamic jumps for.
- The VERY_LOW and LOW quality levels use a single 3D radial lerp vs. the previous 2D+3D lerp
- VERY_LOW/LOW only use 2 world cascades vs. the previous 3. At VERY_LOW/LOW quality levels only vertexlit and phong where actually using the closest cascade (for better character self shadowing), so world shadow quality is mostly unaffected by this change.
- Also adding a bunch of CSM culling statistics (displayed at the bottom of the screen when cl_csm_debug_2d is 1).
- dust2 timedemo avg. FPS results on a NV 6800/Core2 2.4 GHz at VERY_LOW improved by 13% (higher quality settings also see an improvement).
Counter-Strike 2 - Valve
Release notes for 4/27 Beta 12

Gameplay:
• Fixed an issue in the weapon recoil system which caused tighter shot grouping than intended.
• Dead players no longer can see bomb or defuse icons on scoreboard for opposing team members.
• Recoil impulses are now more consistent for automatic weapons.
• The Movement acceleration and stopspeed values have been lowered per pro feedback.
• Slightly increased the variance of the recoil patterns.
– Updated the recoil pattern for the ak47.
• Adjusted the recoil suppression parameters to help tune burst fire.
• Fixed an issue which was causing thrown weapons to emit from the base of players, rather than their hands. Gifted weapons will now correctly throw the proper distance.

UI:
• Hooked up the win panel for arsenal mode to put emphasis on the winner and runners up.
• The next weapon text in AR now displays appropriate text for the mode and state.
• Fixed the alert for when you reach gold knife level showing up when anyone reached it.
• When you get a point for an assist, it shows in the death message.

Maps:
• New SE version of Aztec with no fog/particles/debris/ropes (except the bridge)

• Dust_SE
– Added correct skybox to the map properties.

• Shoots
– Turned down local-contrast settings.
– Fixed a strange clip on stairway.
– Fixed lighting on the dark hut in the Middle area.
– Fixed a few visual issues with the huts, and thinned out some of the thatch roof.

• Dust
– Adjusted size of buy zones for both CT and T’s.

• Shorttrain
– Adjusted local contrast settings on post process controller.
– Adjusted tonemap settings.

• Inferno
– Added smoothing normals to prop bombtanks used in Inferno level.
– Fix for incorrect bombsite designation text when standing on the blue truck.

• St Marc
– Turned down local-contrast settings.
– Adjusted bloomscale
– Fixed signage typo – changed from “route barée” to “route barrée”

• Safehouse
– Turned down local-contrast settings.
– Adjusted bloomscale
– Upped resolution on a prop, removed label that looks blurry.

• Italy
– Updated some very shiny planters.

• Aztec
– Fixed floating leaf in tree alpha texture.
– Reduced specular on tarp roof.
– Fix for objects disappearing from skyline based on camera position near double doors.
– Fix for the collision of the crates near bombsite B.
– Fixed the collision of the scaffolding at Water below bombsite B.
– Improved the texture on the metal bars at Water below T Ramp.
– Can no longer climb the scaffolding at bombsite B.
– Can no longer walk to the far side of T Ramp.
– Can no longer access platform next to Bridge.

• Dust 2
– Expanded and moved both the CT a T buy and spawn zones in radar image.

• Bank
– Turned down local-contrast settings.

• Baggage
– Turned down local-contrast settings.
– Adjusted bloomscale

• Lake
– Turned down local-contrast settings.
– Adjusted bloomscale

• Sugarcane
– Reduced local-contrast settings.
– Reduced bloom amount.
– Adjusted some tonemap settings.

Models:
• Fixed clipping issue on Terrorist skin with head wrap.
• Fix for Sawed-off where bolt was sticking through the back of the housing during fire and reload animations.

Audio:
• Trimmed up ambient content for Nuke, Bank, Train and Sugarcane and made adjustments to the script in Bank (balancing levels and adding some light breeze to match the trees) and a few updated references in Nuke, Train and Sugarcane.
• Dust ambient optimization.
• Shoots ambient optimizations
• Lake and Safehouse ambient optimizations.
• Italy ambient optimizations. Fixed a doorway where a player could move outdoors and still have the indoors ambience.
• Baggage ambient revision and optimization.

Effects:
• Snow effects have been greatly optimized. Snow in Office runs 7x faster than before.

Bug Fixes:
• Fixed crash when in the Buy menu, then voted yes to change maps.
• Fixed noticeable double round start in Arms Race when the first player entered the server/game.
• Fixed shadows being cast by vgui screens ( mainly the bomb plant numbers in game ).
• Fix for a bug where dropping the Famas in certain points in de_dust would cause the weapon to sink into the ground.

Miscellaneous:
• Relaxing the supported video card checks:
– Display an error and exit if the card doesn’t support shader model 3, bilinear PCF sampling, or cascaded shadow mapping. (No cards are actually marked as not supporting CSM in CS:GO.) So our minimal GPU is now the NVidia 6xxx series (2005), or ATI HD 2xxx (2006) or better.)
Counter-Strike 2 - Valve
Gameplay:
• Reduced the amount of stepwise variation in the weapon recoil patterns so they are smoother and easier to learn and control.
• The recoil jump on the xm1014 has been lowered.
• The recoil on the ak47 has been lowered to be more in line with other weapons.
• The ak47 recoil pattern has also been adjusted.
• The cash reward for defusing bomb has been raised to $3500.
• Added multiple T spawn points to Dust2.


UI:
• The number of seconds to delay showing the player id when crosshairs are hovered over a player has been increased from 0.1 to 0.5.
• Updated the mini-scoreboard for Arms Race to show the weapon for each player.
• All of the players who are in the lead now show what weapon they are leading with in the mini-scoreboard.
• The “YOU ARE ON TEAM” and old weapon leader messages have been removed.
• Added a weapon progression panel in Demolition mode that shows the full array of weapons and your current progress.
• Scoreboard will now instantly appear when triggered.
• Easier to see who is alive by darkening the dead players.
• Updated weapon icons.
• Updated AUG small icon.
• Updated MAG7 small icon.
• Removed suppressor and extended stock from MP7 outline icon.
• Added extended stock to MP9 outline icon.

Maps:
• Shoots
- Adjusted fog settings.
- Adjusted light_environment settings.
- Adjusted local contrast settings (turned off blur effect).
- Adjusted bloom scale (turned down effect).
- Raised light levels.
- Adjusted fade distance on bicycle.
- Adjusted fade distance on light/glow.
- Readjusted some wood textures.
- Fixed some mismatched wood textures on steps.
- Added missing faces on wood planks.
- Adjusted fade distance on poster inside hut.
- Adjusted fade distance on rice basket in huts.
- Adjusted texture and position of wood railing model.
- Added player clips to sniper shack to prevent players from getting stuck.

• Dust
- Added some back faces to the geometry where players could see out of the map.
- Fix for an environment light effect that could be seen through a building as well as smoke grenade effect.
- Added a cubemap and updated a floor material for a noticeably dark door.

• Office
- Adjusted position of boxes so player can run past easily.
- Updated the counter prop objects to be prop_physics_multiplayer, and marked as debris.
- Turned off collision on pipes and lamp at Backway stairwell to prevent camping there.
- Adjusted light map resolution just inside the stairwell to help it blend better.
- Removed garbage models that were causing collision issues.
- Added additional light behind CT Spawn so the lighting will look more consistent on the player models.
- Removed half submerged pop cans from desk at entrance stairwell.
- Made all of the monitors and keyboards physics objects.
- Fixed missing trim at the main entrance stairwell ceiling.
- Added player clip brushes to windows at Snipers Nest to make jumping through them easier.
- Set the objects without physics hulls to non solid.
- Adjusted the fade distance on the trash can near the building entrance at the back courtyard, as well as a number of others that were popping into view.
- Adjusting local-contrast settings (made less blurry)
- Tuned tonemap controller values to be more consistent with other levels.

• Inferno
- Fix for players getting out of the map at T spawn.

• Safehouse
- Fix for being able to jump on fence on edge of map.
- Fix for missing faces by bathtub.

• Italy
- Turned down local_contrast setting.

• Aztec
- Updated the helicopter animation.
- Fixed a bug with particles not reliably turning off.

• Bank
- Replaced skybox trees models with simple cards.
- Disabled CSM on foliage and chain-link fence.
- Adjusted fog settings to match more closely to other maps.

• Nuke
- Reduced bloom scale.

• Sugarcane
- Tuned fog and prop fades.
- Deleted a vista props outside of player space.
Counter-Strike 2 - Valve
Maps:
• Added Demolition maps:
• Sugarcane
• Safehouse
• Bank
• Short Train
• Quickmatch now connects to Demolition map cycle group.
• Find A Game allows you to join an online game of a specific type. This update offers Arsenal Demolition, Arms Race, and Classic Competitive game modes. The map cycle groups include:
- All Classic Maps
- Arms Race Maps
- Demolition Maps
• De_nuke
- Fixed bot nav behavior outside locker room and near bombsite A.
• Cs_office
- Fixed hostage bots getting stuck behind the couch.
- Fixed bots getting stuck on the roof of the dumpster.
• Cs_italy
- Fixed vines penetrating door frame at T Start.
- Fixed building floating in skybox at Balcony.
- Fixed missing geometry in arches and wall in Market.
- Fixed curved pipe and square wall edge creating black area at Left Alley.
- Fixed a gap in the floor at Left Alley.
- Fixed texture mismatch at Market.
- Fixed unnecessary collision on curb at CT Spawn Zone.
- Fixed being able to see out of the playable map at Market.
- Fixed not being able to jump while standing on potted plant at CT Start.
- Fixed small gap in street at Left Alley.
- Fixed brightly lit area at window near hostage room and T Start.

Gameplay:
• Added additional camera punch effect to weapon firing to give more visual feedback.
• Added convar to support buying two flashbangs (ammo_grenade_limit_flashbang). This is disabled by default.
• SMGs get a range increase.
• Falloff distances for SMGs have been improved to reduce micro hits at medium distances.
• UMP 45 gets a small armor ratio buff and a very minor cycle time buff.
• P90 gets a armor ratio debuff to bring it more in line with its smg brethren rather than make it as good if not better than entry level rifles.
• Added first shot recoil suppression to allow for closer grouping of the first few shots in a burst or full auto fire.
• TBots that try to plant in an invalid space will quickly give up and pick a new place to try to plant now.
• Arms Race now ends with a gold knife to convey to the user the difference between killing someone with a knife to steal their level and killing someone with a knife to win the game.
• A knife kill in Arms Race now only sets you back a weapon level if you were killed by an enemy.
• The C4 now has a short (0.5 second) grace period for defusing, during which time the player can interrupt and resume defusing. This restores the old 0.5 second latency that existing in CS for defusing, but also maintains the newer preferred ability to stop defusing without the player being inexplicably stuck for up to 0.5 seconds. This also greatly reduces the chance that small lag/packet loss events will result in the defuse being interrupted.
• Reduced the size of the hostage hitboxes.
• Changed the ducking speed to match the unducking speed. Both are now 200 ms.
• Slightly reduced HE grenade damage per pro feedback.
• Reduced per shot weapon inaccuracy across all weapons.

UI
• Added server browser to Play menu.
• Arms Race UI improvements - Added more elements to the next weapon panels that fill out and animate into place when you are awarded your next weapon - this convey the weapon progression better.
• Fixed an issue where observers didn't see updated ammo counts for the player they were observing.
• Fixed the issue in which the ammo animated when changing the observed target and the new target had different clip/ammo counts.
• Added Elo rank to the stats screen.
• Updated Elo rank icons.
• Video settings - Changed vsync option so it does not get immediately applied when the option is changed by the user in the UI. Instead, the user must hit the Apply button for the vsync setting to be changed, like most of the other settings.
• Video settings - the "Reset to Defaults" disables vsync now.
• Added missing motion blur option to the Advanced Video Settings menu. The Advanced Video options have been reorganized: global shadow quality is now at the top, and the two anti-aliasing settings have been moved together.
• The team select screen now has a short objectives blurb so as a new player you know what the map objectives are.
• Updated color of bomb holder, bomb planted and defuse kit icons to match gold, red and blue used elsewhere in the hud.
• Updated defuse kit image for buy menu.
• Updated several weapon icons.
• Updated death notification icons.
• Added a T knife icon.
• Updated mapgroup thumbnails.
• Added new achievement icons.
• Updated the radio command panel.
• Updated radar minimaps:
- Office
- Aztec
- Lake
- Dust
- Dust 2
- St Marc
- Nuke

Audio
• Fixed bug that was stopping hostage music abruptly.
• Moved kill music stingers from client to server, are more audible, and have been added to demolition mode.
• Dominating music stinger now plays for "still dominating" as well.
• Added ‘hostages near to rescue’ music cues.
• Fixed weapon foley being heard at unrealistic distances (player distance misrepresented)
• Updated weapon shots:
- ak47
- deagle
- famas
- g3sg1
- m249
- m4a1
- mag7
- mp7
- negev
- nova
- vscar20
- sg556
- ump45
- awp
- ssg08
- sawed off
- xm1014
- nova

Effects:
• Disabled blob shadows.

Bug Fixes
• Fixed a bug where tracers were not originating from the barrel on machine guns.
• Fixed ragdoll bodies twitching postmortem.
• Fixed getting stuck in another player when joining spectator team at halftime in competitive mode.
• Fixed missing reload animations and recoil for certain picked up weapons.
• Fixed scenario where “Counter-terrorists Win" voice over announcement does not play at round end if the "bomb has been defused" voice over is played.
• Fixed callvote UI taking mouse focus and breaking the Buy Menu.
• Fixed so Tased player models don't bleed out.
• Fixed "Input Device not found" on PC direct connect games. It now uses platform defaults in the case where an input device is not set before determining bot difficulty.
• Removed servers calling votes at the end of a match.
• Elo improvements - fixed a bug initializing Elo for users who got initialized by direct connect instead of via matchmaking.
• Fixed Terrorists receiving defuse kits.
• Fixed an issue where damaged was being sent across the network as a byte. This allowed the AWP and bomb explosions to both result in > 255 damage.
• Fixed bug where a game announced ‘match point’ and ended match prematurely.
Counter-Strike 2 - Valve
- Fixed an issue which would cause the radio command menu to appear inappropriately
- Increased armor penetration of HE Grenades
- mp_c4timer and fps_max convars are now exposed
Counter-Strike 2 - Valve
Maps:
• Added St. Marc to Demolition mode.
• Added and set quick match to cs_Italy
• Added de_dust2_se. See blog for details.

Gameplay:
• New weapons: Famas, Galil AR, P250, Dual Berettas
• Demolition mode update
• Match now consists of two 10 round halves
• Weapon progression updated:
- CTs: m4a4, p90, ump45, deagle, nova, fiveseven, hkp2000, ssg08, awp, awp
- Ts: ak47, p90, bison, deagle, nova, tec9, glock, ssg08, awp, awp

UI
• Added My Awards – Achievements & Stats
• Updated alerts animation
• Games with a half-time now display that it’s the last round before halftime
• Fixed final round not being called out in games with two halves
• Fixed player getting a weapon upgrade on the last round before half-time/teamswap
• Fixed some bugs where involving bot takeover scenarios
• Fixed death message icon order - not penetration icon show up before the headshot so it makes sense in chronological order
• Fixed some bad defusing text when spectating
• Fixed "YOU ARE ON TEAM" panels not fading out properly
• Fixed same panels not toggling visibility properly when toggling the scoreboard
• When a CT is defusing, his ID shows the defuse icon now
• Fixed scoreboard not showing from team selection menu
• Restored ability to see when you unlocked an achievement on PC
• Along with the hint, weapons now click when you change modes
• Fix to not display the cash award message in the following cases:
• The round just prior to halftime has ended.
• It is not currently halftime
• It is not the last round of the match (including the clinch victory early situation)
• Space bar now changes camera mode and navigation text has been updated accordingly
• Update to Match Set Up screen
• Fix for PC video settings defaulting to COUCH
• Modified "Playing on Team..." panel.
• Visual update to mini-scoreboard

Maps
• Dust
- Fix bug that allowed player to hop near wall and see into inaccessible area - replaced some nodraw brushes with textures to help fix these holes.
- Fixed bug where player clip limits jumping -removed player clip that was preventing them from jumping the full height.

• Dust 2
- Fixed bug where player can toss bomb out of reach.
- Fixed bug where clip preventing jumping.
- Fixed bug where player was able to see out of map. -added some simple tops to this geometry.
- Fixed bug where player can hop near wall and see into inaccessible area.
- Fixed bug where clip limits jumping.

• Lake
- Tree models were optimized
- Fixed bug where player gets stuck on the physics prop model of lumber, changed this to static props
- Increased the fade distance at which some of the bushes fade
- Nav fixes
- Fixed being able to get stuck between rock & shed.
- Adjusted start position of the upstairs doors into the bedroom and bathroom so there is better flow into those spaces.
- Adjusted some tree cards in the skybox, and perimeter.
- Pulled out a couple unneeded tree models in the 3dskybox to help with perf.
- Draw distance for the floaties in the water seems too near.

• Train
- Adjusted fog per community feedback.
- Inferno
- Tightened up collision volumes for Inferno Objects bomb crate, bomb crate stack, and bomb tanks

Audio
• Disabled unused sound entries. Adding back in two sets of bullet surface impacts.
• Added semi-auto to auto switch sound
• Ambient sound adjustments for dust, dust2, and Italy
• Sound effects tuning
• Pulled down volume of ammo pickup that's played at round start.
• Pulled bell attenuation back to normal levels, only hear in and around terrorist spawn, no longer level wide.
• Increased life on helicopter from 15 to 25 seconds, for chopper fade out.
• UI timer click down to .35 volume

Effects
• Grenade visibility - added self illum to colored stripe on thrown flashbang.
• Tune effect for the C4's flashing indicator light.

Animations
• Removed forearm slap, times and remixed clip out wave
• Tune Terrorist run - Work on the arms and weapon.
• Fix crouch fire leg wiggle in Terrorist aim
• Fix for crouchwalk finger popping, found that stand had a sliding finger, now stabilized in Terrorist aim

Other Bug Fixes
• Fix for spawning inside another player after halftime.
• Fixing CSM entity related bug that could cause CSM shadows to be disabled when toggling between fullscreen and windowed when connected to a dedicated server.
• Fixing red console errors with props that were set to use VPhysics, but have no collision hull.
• Fixed bug where the main menu could be clicked through the custom game menu (resulting in both being drawn)
• Cleaned up warnings in single player screen
...

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