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Counter-Strike: Global Offensive update for 9/15/15 (1.35.0.0)

Chainsmoke

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Here's a blog post: http://blog.counter-strike.net/index.php/2015/09/12492/


Via the CS:GO blog:

ANIMATION / GAMEPLAY

  • Replaced all player body animations (Existing character models retained for demo compatibility)
  • Replaced all world model weapon animation
  • Updated shared player skeleton
  • Re-rigged all player model geometry and player scaffold animation
  • Updated animation networking to continually synchronize animation state instead of periodically latching
  • Player animation sequence selection is now server-initiated
  • Added new player states including bomb defusal and ladder climb poses
  • Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
  • Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
  • Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
  • Added support for arbitrary numbers of articulated mechanical parts on world weapon models
  • Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
  • Added physics motion to holstered attachment weapon locations
  • Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
  • Replaced shared hitboxes with new capsule-based set
  • Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
  • Ragdolls now assume more exact pose of their parent player on physics init
  • Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
  • Enabled support for dynamic player animation layer re-ordering
  • Sequence blendlayers now correctly contribute to computed cyclerate
  • Added defuser cables and multimeter model
  • Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
  • Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

UI

  • Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
  • Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
  • Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

RENDERING

  • Fixed improper stencil state in glow pass rendering

GAMEPLAY

  • Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position

M4A1-S:

  • Reduced price
  • Reduced armor penetration
  • Reduced ROF
  • Increased base spread

Zeus x27

  • Reduced price to $100

Dual Berettas

  • Increased armor penetration
  • Increased range modifier

GOTV

  • Added viewmodel position lerp to gotv camera transitions

OVERWATCH

  • Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).









https://github.com/SteamDatabase/Ga...f69c99b#diff-b243a3014d21dd65cd1a8888887dd43f
  • M4A1-S:
    • price changed from 3200 to 3100
    • armor ratio changed from 1.40 to 1.25
    • cycle time changed from 0.09 to 0.10
    • spread and inaccuracy values were altered too.
  • Elites:
    • armor ratio changed from 0.75 to 0.79
 

Hitmarker

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Valve employee 1: Let's fix hitboxes.
Valve employee 2: Yeah, but if we fix something we have to break something else, right? It'll seem like we never fix anything if there's not anything to fix.
Valve employee 1: Sure, let's break... Hmmm... How about the M4A1-S, ladders and also maybe the hearts of our players?
Valve employee 2: Sounds good.
 

Chainsmoke

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Hitmarker said:
Valve employee 1: Let's fix hitboxes.
Valve employee 2: Yeah, but if we fix something we have to break something else, right? It'll seem like we never fix anything if there's not anything to fix.
Valve employee 1: Sure, let's break... Hmmm... How about the M4A1-S, ladders and also maybe the hearts of our players?
Valve employee 2: Sounds good.

Not only can you have 97 in 4 with the M4A4, now you can have it with the M4A1-S too!
 

Gen

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Dualies are actually so good rn
 
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