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A Clipping and Readability Pass Across Six Maps

50 changes

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

  • reworkInferno Improved bomb visibility when planted in fountain on bombsite BC4 · Inferno
  • reworkInferno Improved grenade bounce behavior on roof and stone models to make it more predictableInferno
  • reworkInferno Removed part of railing on balconyInferno
  • reworkInferno Adjusted garage door on bombsite A to improve player readability and clippingInferno
  • fixInferno Fixed lighting bug on Inferno workshop mapInferno
  • fixInferno Fixed various micro-gapsInferno
  • reworkInferno Overall clipping / movement polishInferno
  • reworkOverpass Removed or tweaked models and textures to improve player readabilityOverpass
  • reworkOverpass Adjusted lighting in certain areas to improve player readabilityOverpass
  • reworkOverpass Adjusted grenade clipping in various areasOverpass
  • fixNuke Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bouncesNuke
  • fixNuke Fixed collision on doorways from ramp to bombsite B to be more accurateNuke
  • reworkNuke Improved player readability against container on bombsite BNuke
  • fixNuke Fixed some cases where players clipped through garage door at lobbyNuke
  • reworkNuke Removed dynamic light at squeaky to prevent shadows giving away player position through doorwayNuke
  • fixNuke Fixed various holes in worldNuke
  • reworkNuke Overall clipping / movement polishNuke
  • fixDust2 Fixed micro-cracks in crate modelsDust II
  • reworkAnubis Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spotsAnubis
  • fixAnubis Fixed multiple cases where dropped weapons clipped through world geometryAnubis
  • fixAnubis Fixed multiple holes and cracks in world.Anubis
  • fixAnubis Fixed missing collision on geometry where c4 could be thrown out of the mapAnubis · C4
  • reworkAnubis Clipped multiple areas where players could stack, providing an unfair vantage pointAnubis
  • fixAnubis Fixed lightmap issues around CT spawn waterAnubis
  • reworkAnubis Improved player readability in midAnubis
  • reworkAnubis Improved CT team intro positionAnubis
  • reworkAnubis Overall clipping / movement polishAnubis
  • reworkOffice Improved player readability at CT spawn around swat vanOffice
  • fixOffice Fixed gaps in some cubemaps which were causing lighting issuesOffice
  • fixOffice Fixed some lighting artifacts on crates at low settingsOffice
  • reworkOffice Disabled motion on vending machineOffice
  • reworkOffice Overall clipping / movement polishOffice
  • fixVertigo Fixed ladder collision blocking bullets and grenadesVertigo
  • fixVertigo Fixed steel beams having incorrect surface propertyVertigo
  • reworkVertigo Overall clipping / movement polishVertigo
  • fixMirage Fixed various bullet penetration issuesMirage
  • reworkMirage Overall clipping / movement polishMirage
  • reworkAncient Made fog adjustments to improve player readabilityAncient
  • fixAncient Fixed micro-cracks in crate modelsAncient
  • fixAncient Fixed multiple holes and cracks in the worldAncient
  • reworkAncient Made visibility adjustments to donut areaAncient
  • fixAncient Fixed bullet penetration issues through wood panels near bombsite BAncient
  • fixAncient Fixed material properties on some tarp modelsAncient
  • reworkAncient Overall 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

  • fixVarious 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.