jo

jo



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
  • ...
Read more
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
  • ...
Read more

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
    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

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 (...
Read more
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 (...
Read more

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...
Read more
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...
Read more

04 Oct

Post
    jo on Steam - Thread - Direct
[]
  • Adjusted first-person sniper scope effect
  • Fixed some dark spots in Inferno
  • Fixed a bug where breakable objects weren't behaving as expected
Post
    jo on Steam - Thread - Direct
[]
  • Adjusted first-person sniper scope effect
  • Fixed some dark spots in Inferno
  • Fixed a bug where breakable objects weren't behaving as expected

02 Oct

Post
    jo on Steam - Thread - Direct
[]
  • The Armory is now available in the store (https://store.steampowered.com/sale/armory)
  • 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
[]
  • 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...
Read more
Post
    jo on Steam - Thread - Direct
[]
  • The Armory is now available in the store (https://store.steampowered.com/sale/armory)
  • 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
[]
  • 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...
Read more

10 Sep

Post
    jo on Steam - Thread - Direct
[]
  • 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").
Post
    jo on Steam - Thread - Direct
[]
  • 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").

09 Sep

Post
    jo on Steam - Thread - Direct
[]
  • 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.
Post
    jo on Steam - Thread - Direct
[]
  • 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.

03 Sep

Post
    jo on Steam - Thread - Direct
[]
  • 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.
Post
    jo on Steam - Thread - Direct
[]
  • 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.

22 Aug

Post
    jo on Steam - Thread - Direct
[]
  • Fixed a case where the radar background and radar icons were misaligned
Post
    jo on Steam - Thread - Direct
[]
  • Fixed a case where the radar background and radar icons were misaligned