Valve release big update to CS2
The game developer updated the game last night.
An almost 4 GB update to CS2 was released last night by Valve with the words "Release Notes for today are up. There's lots".
The update brings fixes to all seven maps in the competitive map pool, while there have been made improvements to the sub-tick video and audio.
You can read the full release notes below.
Release Notes for 11/16/2023
[ GAMEPLAY ]
More sub-tick visual and audio feedback improvements
Reduced sniper scope bob animation magnitude and frequency
Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle
Fixed a case where grenade throws weren't registering on the server
Thrown grenades no longer prematurely detonate if thrown while intersecting a teammate
Players can no longer mitigate fall damage by defusing the bomb
Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward
When a network interruption is detected by official game servers, the affected match will be cancelled
Added unique sounds for running and jumping on metal railings and poles
[ ANIMATION ]Fixed a bug that occurred when interrupting the CZ75a deploy with inspect
Fixed the inspect and other animations for the Shadow Daggers
Fixed a 'broken wrist' animation with the Survival Knife
Adjusted the Mac10 first person animation to include strap and bolt movement
Fixed AWP and SSG firing animation/inspect behavior while zoomed in
Fixed a case where the Deagle slide would fail to reset on round restart
The Revolver barrel now incrementally rotates for each shot
Fixed some animation issues with weapons placed in community maps
Fixed cases where the C4 light would not blink when held or holstered by players
Fixed some cases where the player's shadow would show an incorrect pose
[ MISC ]Fixed a bug where botknivesonly didn't work for T's
Fixed some visual issues with demo playback
Improved performance of screen particle effects
Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice
Text from blocked players will no longer be visible in the premier pregame chat
Players frozen by half-time gamerules are now immune to certain damage types
Decals now evict the lowermost decal if enough decals overlap in a single location
Player visibility fog adjustment no longer applies to dead ragdolls
Smoke particles no longer stick to dead ragdolls
Fixed self/team burn damage getting recorded as enemy damage
[ UI ]Revised some common chat strings
Added convar cldeathnoticesshow_numbers for observers to have quick access to player's spectate index
Added a warning message for AMD and Nvidia graphics users with out-of-date drivers
"Kevlar & Helmet" entry in the Buy Menu will now present itself as simply "Helmet" when contextually correct
Added time to weekly rollover to the reduced XP message in the player profile tooltip
Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected
Fixed round-delayed stats not updating at match end
Changed deathmatch scoreboard stats from K/D/A/Score to K/HS%/DMG/Score
Fixed case where text during defuse would get cut off
Added direction indicators to players in the square radar
Fixed case where kill icon would not display in the post-round damage info panel
Fixed bad string in the commend dialog panel
Fixed case where round stats in the Watch Menu would be assigned to the wrong side
[ WORKSHOP ]Fixed custom sound events files in workshop maps
Added some material settings for water refraction/caustics
Workshop maps can now be tagged as supporting Wingman mode
Linux clients can now run workshop maps without requiring -insecure
Added triggerhostagereset trigger and logic_eventlistener entities
Added convars svwalkablenormal and svstandablenormal to allow community servers to tweak player movement on angled surfaces
Fixed health getting clipped when it exceeds 3 digits
[ MAPS ]
Overpass:Fixed various cases where level mesh was disappearing occasionally
Various visual updates and fixes to models and materials
Straightened out some collision that was pushing players off of walls or corners
Turned off the collision of some light fixtures that were pushing players off of walls
Added a metal plate to swat van to hide player feet, adjusted clipping around van
Fixed some small holes in the world
Fixed some texture mapping seams
Added player clipping on some floor grates to smooth player movement
Fixed some issues with the collision and surface property of fire extinguishers
Added and adjusted some grenade clipping
Adjusted some clipping on boxes and cable stacks in connector
Ancient:More player and grenade clips adjustments
Closed various holes and cracks in the world
Mirage:Fixed clipping around scaffolding at bombsite b to prevent one-way peeking through geo
Office:Fixed player getting stuck on large crate in garage
General grenade clip polish
Vending machine break sequence now only happens once to avoid strobing lights
Removed collision from pipes and cctv cameras at ct spawn garage
Added grenade clips to doors at stairwell
Fixed hole in door frame at t-spawn
Fixed texture errors on ceiling at conference room
Fixed some lighting errors on low settings
Fixed weapons getting stuck behind crates at back way
Fixed lighting artifacts in front courtyard
Fixed bad boost onto electrical boxes in garage
Anubis:Fixed z-fighting on stairs in connector
Improved ground at bombsite A so that it has more accurate footstep sounds
Fixed gap in world around b-site planting area
Fixed z-fighting a backdrop temple near t-spawn
Fixed missing collision at connector that would allow grenades to fall through world
Fixed hole in world at street that allowed players to see through to canal
Fixed vis issue on street looking back to t-spawn
Fixed UV stretching in connector
Sealed up holes in building rooftops for entire level to prevent grenades getting stuck in void
Fixed holes in lower tunnel
Fixed hole in canal
Inferno:Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat
Closed hole to prevent grenades from falling through the map on bombsite A
More player clip adjustments
Fixed various micro gaps
Nuke:Minor clipping fixes on rooftops and hut
Better caustics in pool at B site
Fixed vis issue in garage looking towards hell
Vertigo:Fixed some light fixtures showing backfaces
Fixed some light fixtures being misaligned
Fixed missing vent pieces in Tunnels
Attempt to fix players clipping through wood boards by stairwell at bombsite b
Fixed bad clip above door at elevator
Fixed flashbang inconsistency with metal gratings at scaffolding
Fixed missing collision on horizontal tower beams at b-site
Added grenade clips around bombsite b to prevent smokes getting caught in bad spaces
Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better
Added grenade clip to b platform
Fixed disconnected girders at mid
Moved stack of drywall at back door>b for better movement/cover
Improved clipping at side
Jobsite injury signs are more responsive