Counter-Strike 2

Counter-Strike 2 Dev Tracker




03 Dec

Post
    Vitaliy on Steam - Thread - Direct
[ SHANGHAI MAJOR ]
  • Updated MIBR player sticker items autographed by Lucaozy with the autographs of brnz4n.
  • Fixed a UI bug that allowed dropping Pick'Em team logos outside of Major Pick'Em hub using both mouse buttons.
  • Pick'Em challenge picks can now be placed for the upcoming Elimination Stage of Shanghai Major.

[ DAMAGE PREDICTION ]
  • Predicted ragdolls without a confirmation or correction from the server within a short time window will now revert.

[ MAPS ]
  • Train
    • Increased collision fidelity of several models

  • Overpass
    • Replaced railing inside Heaven with a wall
    • Additional visibility improvements in Heaven

  • Edin
    • Updated to the latest version from the Community Workshop (...
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27 Nov

Post
    Gautam on Steam - Thread - Direct
The Counter-Strike Major has come to Shanghai.

Over the past month, teams from around the world challenged the best in their region for their spot in the Major. Now the dust has settled and 24 teams remain--perennial favorites, seasoned veterans, and more than a few newcomers.


The Shanghai Major Hub is now open for business, complete with the Pick'Em Challenge, the Shanghai 2024 Viewer Pass, Souvenirs, Graffiti, and Team and Player stickers. 50% of the proceeds from tournament items are shared with players and organizations.


The Pick'Em Challenge is free to play, but if you want to upgrade your Shanghai 2024 Coin (and earn extra Souvenir Packages), make sure to activate your Viewer Pass before the event begins. You can also compare your ... Read more
[ SHANGHAI 2024 MAJOR ]
  • The Shanghai Major Hub is now available. Visit the hub to purchase tournament items, play the Pick'Em Challenge and more.
  • Purchase a Shanghai 2024 Viewer Pass to receive an upgradable Shanghai 2024 Coin. With an active pass, you can upgrade your coin and earn extra souvenir packages by playing the Pick'Em Challenge. Additionally, you will show up on the Active Pass Leaderboard where you can compare your Pick'Em Challenge performance to your friends.
  • All players with Prime status can place Pick'Em picks for free! However, to complete challenges and earn rewards from an event stage, you will have to activate a Viewer Pass before that stage begins.
[ MUSIC KITS ]
  • A new music kit “Ay Hey” by Perfect World is now available for purchase in-game in standard and StatTrak versions.
[ GAMEPLAY ]
  • Added "sv_quantize_movement_input" setting, e...
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20 Nov

Post
    jo on Steam - Thread - Direct
[ GAMEPLAY ]
  • Fixed a case where a disconnected player could cause a poltergeist CT model to appear in the middle of the map
  • Player model of a disconnecting player should now immediately suicide when disconnect is detected instead of lingering for 10 additional seconds under certain conditions
  • Fixed a case where damage prediction was incorrect due to view angle changes mid-spray
  • Lag compensation now runs when shooting at teammates and mp_teammates_are_enemies is enabled even when mp_friendlyfire is disabled
[ UI ]
  • Fixed layout inconsistencies for ranks display and player profiles
[ MAPS ]

Train
  • Updated sounds on main menu background
  • Improved movement around ladders
  • Fixed various gaps in map
  • Fixed z-fighting in various spots
Inferno
  • Fixed various holes
  • ...
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15 Nov

Post
    jo on Steam - Thread - Direct
[ MAPS ]

Train
  • Removed unintended boost in B halls
  • Added grenade collision to out of bounds areas
  • Fixed gap in world by longdog exit
  • Added collision to B site broken ceiling
  • Fixed collision type on oilcar in B site
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

14 Nov

Post
    jo on Steam - Thread - Direct
[ MAP GUIDES ]
  • Fixed a bug where missing text for a user's language wouldn't fall back to English
[ MAPS ]

Train
  • Fixed various collision issues including a higher fidelity for the orange train on B site
  • Minor fixes on textures stretching
  • Fixed various gaps in map
  • Disabled player collision on radio
  • Updated radio sound
  • Added vphysics clip to platform gap in T spawn for clumsy players
  • Players can now get on top of cratestack outside of longdog
Overpass
  • Fixed lighting bug on Bombsite B
  • Fixed footstep sound bug on mud surfaces
Basalt
  • Updated to the latest version from the Community Workshop (...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

13 Nov

We're happy to announce the return of the momentarily lost classic, Train.



There's plenty of classic Counter-Strike in every inch of this map—but we also made sure to mix up the gameplay a bit to keep you Train veterans on your toes. We also gave it a full visual overhaul, which means your favorite bleak Eastern European train yard is now 60% cloudier. With a chance of rain? We guarantee it.

So queue up and get ready to master the newest version of one of Counter-Strike's most iconic maps. Train is now available in casual and competitive game modes.

Overpass Updates and New Community Maps

Overpass has received a number of updates based on community feedback, and we're adding four new community maps to the game. Basalt returns to Counter-Strike 2 alongside Edin in casual and competitive game modes, and Palais and Whistle have bee... Read more
[ DAMAGE PREDICTION ]
  • Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
  • Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
  • Damage prediction is not active when you have high ping.
[ ANIMATION ]
  • Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
  • ...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

12 Nov

[ NETWORK ]
  • Fixed a case mid-spray where lag compensation wasn't aware of the user's "Buffering to smooth over packet loss / jitter" setting.
  • Improved clock synchronization to better handle downstream jitter bursts.

[ TELEMETRY HUD ]
  • Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick is missed due to network loss or jitter.
  • Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers.
  • For more details see this article.

[ ABOUT THE NETWORK QUALITY READOUT ]
Prior ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

07 Nov

Post
    jo on Steam - Thread - Direct
[ GAMEPLAY ]
  • Various adjustments to bullet hit feedback.
  • Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen.
  • Jumping in place on a sloped surface will no longer result in players sliding a short distance.
  • Fixed a bug where C4 could be defused from any height.
[ ANIMATION ]
  • Fixes for IK logic to improve third-person feet posing, especially on slopes.
  • Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation.
  • Reduced animation-related network bandwidth usage.
[ MATCHMAKING ]
  • Added more detailed matchmaking stats for players who try to find a match at off-peak times of day.
[ MISC ]
  • Activating an Armory Pass no longer grants the first Armory Credit im...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

30 Oct

Post
    Vitaliy on Steam - Thread - Direct
[]
  • Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office.
  • Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
    Vitaliy on Steam - Thread - Direct
[]
  • First-person inspect animation in Inventory and Loadout will now match in-game viewmodel settings and FOV.
  • Fixed a regression with smoke rendering from old demo files.
  • Fixed damage report to show correctly in Casual and Deathmatch game modes.
  • Added sv_jump_precision_enable so servers running certain custom game modes (e.g. surf) can opt out of jump precision improvements.
  • Fixed "I have to go, my planet needs me."
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.