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2024-11-13

51 changes

Damage Prediction Arrives, and Train Returns to Competitive

Damage prediction lets your client play hit effects without waiting for the server, which can make shooting feel considerably more responsive at the risk of occasionally being wrong. Body-shot and head-shot effects are off by default, kill ragdolls are on, and none of it runs at high ping. Train came back to Competitive, Casual and Deathmatch alongside Basalt and Edin, while Thera, Mills, Assembly and Memento left every mode. Train also shipped a map guide of four Terrorist grenade line-ups.

Assembly · Basalt · Edin · Flashbang · Memento · Mills · Molotov · Palais · Thera · Train · Whistle

weapon

  • reworkAdded 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).
  • reworkDamage prediction is not active when you have high ping.

misc

  • reworkPredicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
  • reworkAdded concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
  • fixFixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
  • fixFixed a regression with Chinese input via the Microsoft Input Methods.
  • reworkCSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.

audiovisual

  • reworkUpdated 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.Flashbang
  • fixFixed a case where legs weren't animating correctly while taking damage.
  • reworkAdded ambient occlusion for first person legs to better ground them in the environment.
  • reworkPerformance optimizations for molotov and incendiary effects.Molotov

utility

  • reworkAdded axis labels to the grenade line-up reticle tick marks.
  • reworkThe grenade preview camera now shows the result of a jump throw while the jump button is held.
  • reworkAdded a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.Train

map

  • reworkNew game settings for radar map blending and background opacity.
  • reworkAdded Train to Competitive, Casual, and Deathmatch modes.Train
  • reworkAdded Basalt and Edin to Competitive, Casual, and Deathmatch modes.Basalt · Edin
  • reworkAdded Palais and Whistle to Wingman mode.Palais · Whistle
  • reworkRemoved Thera, Mills, Assembly, and Memento from all game modes.Assembly · Memento · Mills · Thera
  • fixFixed some lighting errors.
  • fixFixed some collision gaps.
  • fixFixed some bad wall bang spots.
  • fixFixed a stuck spot.
  • fixFixed some bad boost spots.
  • fixFixed a pixel peek.
  • reworkVisual updates to canals area and B-site.
  • reworkRework of heaven drop down mechanics.
  • reworkPerformance improvements, particularly in canals area and B-site.
  • reworkAdded a sign that blocks a bad line of sight from long boost to CT spawn.
  • reworkRemoved small fence at the edge of party/picnic that interfered with visibility to train station.Train
  • reworkRemoved some geometry under wrecked truck that looked like player legs.
  • reworkReplaced some windows with opaque surfaces in train station to remove bad lines of sight.Train
  • reworkDeleted a tree that interfered with a line of sight.
  • reworkMoved one of the crate lids on A-site to block a bad line of sight.
  • reworkRemoved some lamps that could look like player heads at A-site.
  • reworkRemoved some trees and objects around park and train station that prevented players from backing into certain useful spaces.Train
  • reworkRemoved a chain link fence in alley that made players hard to see.
  • reworkAdjustments to fog and decreased the distance at which character models get an increased visibility effect.
  • reworkMade shelf in heaven look less like a player.
  • reworkAdjusted props and lights in heaven to reduce noise and make players brighter.
  • reworkRemoved handcart behind barrels at B-site so players can back into the corner.
  • reworkAdjusted collision around barrels for better player movement.
  • reworkAdded light behind barrels for better player visibility.
  • fixFixed weird collision on barrel that made for inconsistent wall bangs.
  • fixFixed bad graffiti rendering at B-site.
  • reworkRemoved concrete block behind the cement bags at B-site for less awkward player movement.
  • reworkSet many smaller props to exclude player movement and grenade bounces.
  • fixFixed some pixel peeks.
  • reworkSmall visual updates throughout the map.
  • reworkPerformance improvements in some areas.

content

  • contentCharm Template number is now available in Charm descriptions.
Valve's original notes
[ DAMAGE PREDICTION ][list]
[*] 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.
[/list]
[ ANIMATION ][list]
[*] 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.
[*] Fixed a case where legs weren't animating correctly while taking damage.
[/list]
[ GRAPHICS ][list]
[*] Added ambient occlusion for first person legs to better ground them in the environment.
[*] Performance optimizations for molotov and incendiary effects.
[/list]
[ GRENADES ][list]
[*] Added axis labels to the grenade line-up reticle tick marks.
[*] The grenade preview camera now shows the result of a jump throw while the jump button is held.
[/list]
[ MAP GUIDES ][list]
[*] Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
[*]Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
[/list]
[ MISC ][list]
[*] New game settings for radar map blending and background opacity.
[*] Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
[*] Fixed a regression with Chinese input via the Microsoft Input Methods.
[*] CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
[*] Charm Template number is now available in Charm descriptions.
[/list]
[ MAPS ]

Train[list]
[*] Added Train to Competitive, Casual, and Deathmatch modes.
[/list]
Community Maps[list]
[*] Added [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3329258290]Basalt[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3328169568]Edin[/url] to Competitive, Casual, and Deathmatch modes.
[*] Added [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3257582863]Palais[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3308613773]Whistle[/url] to Wingman mode.
[*] Removed Thera, Mills, Assembly, and Memento from all game modes.
[/list]
Ancient[list]
[*] Fixed some lighting errors.
[*] Fixed some collision gaps.
[*] Fixed some bad wall bang spots.
[*] Fixed a stuck spot.
[/list]
Italy[list]
[*] Fixed some bad boost spots.
[/list]
Mirage[list]
[*] Fixed a pixel peek. 
[/list]
Overpass[list]
[*] Visual updates to canals area and B-site.
[*] Rework of heaven drop down mechanics.
[*] Performance improvements, particularly in canals area and B-site.
[*] Added a sign that blocks a bad line of sight from long boost to CT spawn.
[*] Removed small fence at the edge of party/picnic that interfered with visibility to train station.
[*] Removed some geometry under wrecked truck that looked like player legs.
[*] Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
[*] Deleted a tree that interfered with a line of sight.
[*] Moved one of the crate lids on A-site to block a bad line of sight.
[*] Removed some lamps that could look like player heads at A-site.
[*] Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
[*] Removed a chain link fence in alley that made players hard to see.
[*] Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
[*] Made shelf in heaven look less like a player.
[*] Adjusted props and lights in heaven to reduce noise and make players brighter.
[*] Removed handcart behind barrels at B-site so players can back into the corner.
[*] Adjusted collision around barrels for better player movement.
[*] Added light behind barrels for better player visibility.
[*] Fixed weird collision on barrel that made for inconsistent wall bangs.
[*] Fixed bad graffiti rendering at B-site.
[*] Removed concrete block behind the cement bags at B-site for less awkward player movement.
[*] Set many smaller props to exclude player movement and grenade bounces.
[*] Fixed some pixel peeks.
[*] Small visual updates throughout the map.
[/list]
Shoots[list]
[*] Performance improvements in some areas.
[/list]

Published by Valve on Steam.