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2023-10-25

50 changes

A Clipping and Readability Pass Across Six Maps

Inferno, Overpass, Nuke, Dust 2, Anubis and Office each received collision, grenade-clipping and visibility work — closing holes, fixing bullet penetration through wood panels, and removing models and lighting that made players hard to read. Molotov self-damage is no longer mis-recorded as team damage, and muzzle flash and HE grenade effects perform better. On the network side, packets arriving out of order in quick succession are now corrected rather than counted as loss.

Ancient · Anubis · C4 · Dust II · HE Grenade · Inferno · Mirage · Molotov · Nuke · Office · Overpass · Vertigo

map

  • reworkImproved bomb visibility when planted in fountain on bombsite BC4 · Inferno
  • reworkImproved grenade bounce behavior on roof and stone models to make it more predictableInferno
  • reworkRemoved part of railing on balconyInferno
  • reworkAdjusted garage door on bombsite A to improve player readability and clippingInferno
  • fixFixed lighting bug on Inferno workshop mapInferno
  • fixFixed various micro-gapsInferno
  • reworkOverall clipping / movement polishInferno
  • reworkRemoved or tweaked models and textures to improve player readabilityOverpass
  • reworkAdjusted lighting in certain areas to improve player readabilityOverpass
  • reworkAdjusted grenade clipping in various areasOverpass
  • fixFixed clipping on ramp room doorway tread plates to prevent erroneous grenade bouncesNuke
  • fixFixed collision on doorways from ramp to bombsite B to be more accurateNuke
  • reworkImproved player readability against container on bombsite BNuke
  • fixFixed some cases where players clipped through garage door at lobbyNuke
  • reworkRemoved dynamic light at squeaky to prevent shadows giving away player position through doorwayNuke
  • fixFixed various holes in worldNuke
  • reworkOverall clipping / movement polishNuke
  • fixFixed micro-cracks in crate modelsDust II
  • reworkAdjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spotsAnubis
  • fixFixed multiple cases where dropped weapons clipped through world geometryAnubis
  • fixFixed multiple holes and cracks in world.Anubis
  • fixFixed missing collision on geometry where c4 could be thrown out of the mapAnubis · C4
  • reworkClipped multiple areas where players could stack, providing an unfair vantage pointAnubis
  • fixFixed lightmap issues around CT spawn waterAnubis
  • reworkImproved player readability in midAnubis
  • reworkImproved CT team intro positionAnubis
  • reworkOverall clipping / movement polishAnubis
  • reworkImproved player readability at CT spawn around swat vanOffice
  • fixFixed gaps in some cubemaps which were causing lighting issuesOffice
  • fixFixed some lighting artifacts on crates at low settingsOffice
  • reworkDisabled motion on vending machineOffice
  • reworkOverall clipping / movement polishOffice
  • fixFixed ladder collision blocking bullets and grenadesVertigo
  • fixFixed steel beams having incorrect surface propertyVertigo
  • reworkOverall clipping / movement polishVertigo
  • fixFixed various bullet penetration issuesMirage
  • reworkOverall clipping / movement polishMirage
  • reworkMade fog adjustments to improve player readabilityAncient
  • fixFixed micro-cracks in crate modelsAncient
  • fixFixed multiple holes and cracks in the worldAncient
  • reworkMade visibility adjustments to donut areaAncient
  • fixFixed bullet penetration issues through wood panels near bombsite BAncient
  • fixFixed material properties on some tarp modelsAncient
  • reworkOverall clipping / movement polishAncient

weapon

  • fixFixed some cases where weapons could fall out of the world

utility

  • fixFixed a bug where Molotov self damage could be incorrectly penalized as team damageMolotov
  • reworkImproved performance for muzzle flashes and HE grenade effectsHE Grenade

content

  • reworkVarious bug fixes and tweaks to weapon finishes and stickers

network

  • reworkAdded code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.

misc

  • fixFixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
Valve's original notes
[ MAPS ]
Various bug fixes and tweaks:
[list]
[*] Inferno
[list]
[*] 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
[/list]
[*] Overpass
[list]
[*] 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
[/list]
[*] Nuke
[list]
[*] 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
[/list]
[*] Dust2
[list]
[*] Fixed micro-cracks in crate models
[/list]
[*] Anubis
[list]
[*] 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
[/list]
[*] Office
[list]
[*] 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
[/list]
[*] Vertigo
[list]
[*] Fixed ladder collision blocking bullets and grenades
[*] Fixed steel beams having incorrect surface property
[*] Overall clipping / movement polish
[/list]
[*] Mirage
[list]
[*] Fixed various bullet penetration issues
[*] Overall clipping / movement polish
[/list]
[*] Ancient
[list]
[*] 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
[/list]
[/list]
[ MISC ]
[list]
[*] 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.
[/list]

Published by Valve on Steam.