Want to find out precisely what bug fixes and changes Valve has made in the latest Counter-Strike 2 (CS2) update via official patch notes? Then we've got you covered.
This consistently updated article will always provide you with the latest, new Counter-Strike 2 update patch notes, diving into everything the developers are working on, from bug fixes to changes, optimizations, and much more.
Update on 14 November 2024: We checked for any new Counter-Strike 2 updates and found some new patch notes to share!
Train has returned in a massive CS2 update
New Counter-Strike 2 (CS2) Update Patch Notes
We are just going to get straight to it. Below, you can find the latest Counter-Strike 2 updates, and you can see via the CS2 patch notes that Valve is fixing a tonne of issues and bugs and making several additions/optimizations.
Click on the dates to expand with the new CS2 patch notes. We will endeavor to have the three latest Counter-Strike 2 update details available in this section.
[ DAMAGE PREDICTION ]
- 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.
[ ANIMATION ]
- 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.
[ GRAPHICS ]
- Added ambient occlusion for first person legs to better ground them in the environment.
- Performance optimizations for molotov and incendiary effects.
[ GRENADES ]
- 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.
[ MAP GUIDES ]
- 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/.
[ MISC ]
- 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.
[ MAPS ]
Train
- Added Train to Competitive, Casual, and Deathmatch modes.
Community Maps
- Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
- Added Palais and Whistle to Wingman mode.
- Removed Thera, Mills, Assembly, and Memento from all game modes.
Ancient
- Fixed some lighting errors.
- Fixed some collision gaps.
- Fixed some bad wall bang spots.
- Fixed a stuck spot.
Italy
- Fixed some bad boost spots.
Mirage
- Fixed a pixel peek.
Overpass
- 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.
Shoots
- Performance improvements in some areas.
- Fixed a case mid-spray where lag compensation wasn't aware of the user's "Buffering to smooth over packet loss / jitter" setting.
- Improved clock synchronization to better handle downstream jitter bursts.
[ TELEMETRY HUD ]
- Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick is missed due to network loss or jitter.
- Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers.
- For more details see this article.
[ ABOUT THE NETWORK QUALITY READOUT ]
Prior to the Armory Update, the network quality readout in the telemetry HUD considered packets to be "bad" under two circumstances. 1.) If the packet was dropped. 2.) If the packet was delivered out-of-order and was not corrected at a relatively low layer in the network stack. This was not a useful metric for two reasons. First, it counted some misdelivery events as "bad" even though they did not negatively impact gameplay. This was especially a problem for packet reordering. Second, it was not counting as "bad" packets that arrived late due to network jitter and
In an attempt to let these players know that jitter might be the cause of the hitches, we changed the measurement method in the Armory Update on October 2, 2024. Now, we counted a message as "bad" if it was lost, if packets arrived out of order in a way that could not be corrected, or if the packets experienced jitter above a threshold. For players on a network connection with significant jitter, suddenly the network quality indicator became significantly worse. Many players assumed that this meant that something had changed to introduce packet loss.
Unfortunately, this method of measuring quality was also flawed. The Source 2 Engine automatically adds buffering to smooth over jitter. For many players, these automatic adjustments are enough, and the indicator was counting jittered packets as "bad" even when there was not negative impact on gameplay.
Today's update changes the network quality readout to only measure network events that are negatively impacting gameplay. See the FAQ for more details.
- Various adjustments to bullet hit feedback.
- Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen.
- Jumping in place on a sloped surface will no longer result in players sliding a short distance.
- Fixed a bug where C4 could be defused from any height.
[ ANIMATION ]
- Fixes for IK logic to improve third-person feet posing, especially on slopes.
- Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation.
- Reduced animation-related network bandwidth usage.
[ MATCHMAKING ]
- Added more detailed matchmaking stats for players who try to find a match at off-peak times of day.
[ MISC ]
- Activating an Armory Pass no longer grants the first Armory Credit immediately. All 40 Armory Credits can be earned by playing and earning XP.
[ MAPS ]
Office
- Fixed geometry in the problematic jumping corner.
Ancient
- Reworked collision on the staircase to A-main for better player movement.
- Removed a tree that was creating a distracting shadow at A site.
- Adjusted collision to better match visible geometry so that players can hug the walls more closely.
- Fixed a few lighting bugs.
- Reduced shadows to increase perf in some areas.
- Fixed some spots in house where you could get stuck.
- Fixed collision gap at the bottom of B ramp.
- Fixed some disappearing mesh.
Nuke
- Fixed some lighting errors on lower graphics settings.
Anubis
- Fixed a gap in geometry.
- Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office.
- Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.
- Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office.
- Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.
[ MISC ]
- First-person inspect animation in Inventory and Loadout will now match in-game viewmodel settings and FOV.
- Fixed a regression with smoke rendering from old demo files.
- Fixed damage report to show correctly in Casual and Deathmatch game modes.
- Added sv_jump_precision_enable so servers running certain custom game modes (e.g. surf) can opt out of jump precision improvements.
- Fixed "I have to go, my planet needs me."
[ JUMPING ]
- Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0).
- Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.
- Improved consistency of successfully landing on surfaces very close to the maximum height of a jump.
- Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height.
- Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces.
- Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place.
[ MISC ]
- Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up.
- Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (e.g. when both right and left legs get hit).
- HE grenade explosions within smoke now clear the accumulated smoke screen effect on players inside that smoke within range of the HE grenade explosion.
- Stability improvements.
[ GRAPHICS ]
- Fixed mixed resolution rendering from erroneously resetting during map changes.
- Fixed a known crash when compiling lighting in Counter-Strike 2 Workshop Tools.
- Fixed detail normal UV scaling.
- Fixed several biplanar mapping bugs, added support for nonuniform scale in biplanar mapping mode.
- Added an option to apply albedo color correction to transmissive foliage textures, and adjusted the foliage shader for more accurate color correction.
- Added a startup warning when the game is launched under low available system memory conditions or with a limited pagefile size. These conditions may cause the game to be unstable or crash.
- Various stability improvements.
[ UI ]
- Fixed UI checkboxes behaving inconsistently when depositing or extracting a large number of items into and from Storage Units.
- Fixed a regression with loading animated Steam avatars, the cows are mooooving again.
[ MISC ]
- Performance optimizations in hierarchies of unchanged entities.
- Various stability improvements.
[ MAPS ]
- Mirage
- Fixed disappearing geometry in apartments.
[ GRAPHICS ]
- Fixed certain particle effects, like tracers, to fall back to mixed resolution for better performance when using low graphics settings with MSAA disabled.
- Improved lighting artifacts in various interior places when compiling maps.
[ MISC ]
- Teammate colors will now be assigned on official servers as soon as all players press ACCEPT. This will ensure that colors are correct during Pick/Ban phase, and during Warmup.
- Improvements in Charms reactivity physics system to better align with weapon animations.
- Adjusted the score calculation in Casual, Competitive, and Wingman to exclude knife and utility damage
- Fixed 3rd person weapon angles to fully incorporate recoil
- Fixed missing cascade shadows on some community maps
- Fixed the Armory weapon preview having extra models
- Network jitter graphs now have a number in the upper right hand corner that gives the scale of the graph
- Fixed some cases where shell casings could render as an error model
- Various stability fixes
- Adjusted first-person sniper scope effect
- Fixed some dark spots in Inferno
- Fixed a bug where breakable objects weren't behaving as expected
[ THE ARMORY ]
- The Armory is now available in the store (https://store.steampowered.com/sale/armory)
- Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle
- Purchase and activate an Armory Pass to start earning Armory Credits
- Make progress toward credits whenever you earn XP with an active Armory Pass
- Redeem credits for items in the Armory
[ CHARMS ]
- Introducing Charms: dynamic items you can apply to your favorite weapons. Currently available exclusively in the Armory
- Drag and drop Charms to precisely place them on the weapon of your choice. A weapon can have one charm attached at a time
- Use a Charm Detachment to detach the Charm from a weapon. The Charm will return to your inventory and can be reused
- Redeeming a Charm from the Armory grants three complimentary Charm Detachments. Additional Charm Detachments are available for purchase
[ INVENTORY & ITEMS ]
- All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction
- All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends' Steam Inventory web pages can now be previewed on your own inventory items
- Removed ability to delete weapon cases from your inventory
- Added sticker scrape level selector when applying new stickers to weapons
- Added precise sticker wear level selector when scraping existing stickers on inventory weapons. Any applied stickers can only increase their sticker scrape level
- Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping
- Added nametag module preview on the actual items when applying nametags
- Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout
- Customizing a base weapon that's currently equipped will now auto-equip the newly customized version
[ ANIMATION ]
- Improved character posing when on large slopes
- Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean)
- Pin/unpin IK logic now not affected by poor server ping times
- Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored
- Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing
- Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders
- Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations
- Fixed character's pose popping when falling off a ledge
- Fix for many cases where character's posing would subtly pop when traversing with slow moving weapons
[ GAMEPLAY ]
- Flashbangs and HE grenades no longer prematurely detonate when they exceed their 'stuck bounce' limit
[ GRAPHICS ]
- Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen
- Fixed graphics artifacts for fire effect in the Advanced Video tab
[ AUDIO ]
- Fixed a bug where UI sounds wouldn't position correctly when in-game
- Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa
- Fixed an issue where ragdoll water splash sounds would erroneously play on alive players
- Fixed a case where voice chat didn't work on community servers
- Fixed a case where incoming voice chats would sometimes never close
[ NETWORKING ]
- Added telemetry option to display graphs of network jitter and misdelivery
- Changed how packet misdelivery is measured. Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay. Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay. The new measurement method will only count reordered packets as misdelivered if they impact gameplay. Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order
[ MAPS ]
- Ancient
- Fixed some disappearing geometry
- Fixed some cases where players could detect player movement through water from across the map
- Fixed some pixel peeks
- Fixed a case where player shadows could be seen through geometry
- Adjusted some clipping for better player movement
- Anubis
- Fixed some missing collision
- Nudged some geometry and clipping that were blocking grenade throws
- Improved clipping on some floors for more predictable grenade throws
- Fixed a pixel peek
- Adjusted clipping in a few areas for better player movement
- Dust2
- Fixed some clipping at B site
- Italy
- Added to competitive matchmaking
- Fixed bird animations
- Mirage
- Fixed some C4 stuck spots
- Nuke
- Fixed a pixel walk
- Fixed some C4 stuck spots
- Fixed some gaps in geometry where items could get lost
- Fixed some disappearing geometry
- Overpass
- Adjusted some grenade clipping to prevent bad grenade bounces
[ WORKSHOP ]
- Added optional 3rd layer to environment blend shader
- Added biplanar mapping as an option for environment shaders
- Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled
- Added color correction, roughness, and normal adjustments to foliage shader and static overlays
[ MISC ]
- Removed support for command line options that were intended for development purposes only
- Practice matches and matches started with the "map" command will now run in engine loopback mode to match the CS:GO offline default. Engine loopback bypasses most networking code for the host, resulting in one less tick of latency for the local player. Engine loopback can be disabled by appending "loopback=0" to the map command-line (e.g. "map de_dust2 loopback=0").
Read about the change via our dedicated news post.
[ HUD ]
- Fixed a case where the radar background and radar icons were misaligned
[ MAPS ]
Office
- Fixed a case where a player could get stuck between a prop and the ceiling
Nuke
- Fixed a pixel walk
- Fixed some C4 stuck spots
Mirage
- Adjusted collision on van for smoother movement
- Fixed wall penetration issues around some arches
- Fixed a view jittering issue when jumping on a crate near palace
- Fixed some collision that allowed smoke grenades to go inside a wall
- Adjustments to grenade clipping
- Adjusted collision on some props
- Fixed some C4 stuck spots
Inferno
- Fixed some C4 stuck spots
- Removed a boost spot in pit by A site
Italy
- Perf improvements
- Clipping adjustments
Vertigo
- Adjustments to grenade clipping
Ancient
- Fixed a bad clip edge that players were getting stuck on at T spawn
- Fixed a pixel peak
Anubis
- Adjustments to grenade clipping
- Fixed a C4 stuck spot
- Fixed some prop collision that could hide C4
- Fixed some lighting issues
Overpass
- Fixed some minor visual bugs near canal
- Some clipping adjustments near park for smoother movement
- Added some missing handrail collision
[ INPUT ]
- Certain types of movement/shooting input automation such as hardware-assisted counter strafing will now be detected on Valve official servers, resulting in a kick from the match
- Input binds that include more than one of the following commands will now be ignored by default. Support can be re-enabled using the cheat-protected convar `cl_allow_multi_input_binds 1`
- sprint, reload, attack, attack2, turnleft, turnright, turnup, turndown, forward, back, left, right, moveup, movedown, klook, use, jump, duck, strafe, zoom, yaw, pitch, forwardback, rightleft
- The jump-throw confirmation grunt sound can now be heard by other players nearby
[ VacNet ]
- Initial testing of VacNet 3.0 has begun on a limited set of matches. If you believe your match was incorrectly cancelled, email us the match details at csgoteamfeedback@valvesoftware.com
[ MAPS ]
- Updated to the latest version from the Community Workshop (Update Notes)
- Updated to the latest version from the Community Workshop (Update Notes)
[ MISC ]
- Slightly delayed tagging effects to reduce instances of players experiencing teleportation when taking damage. Delaying tagging results in a smoother experience, however players will have slightly more time to move at full speed when receiving damage. The delay can be adjusted on servers using convar sv_predictable_damage_tag_ticks (default 2)
- Fixed a case where players could start the bomb plant animation outside of bomb sites
- Fixed a case where the revolver barrel would rotate erroneously
- Reduced initial loading times for the Settings and Play menus
- Modified crate stack outside CT spawn towards bombsite A.
- Clipping adjustments.
- Updated to the latest version from the Community Workshop (Update Notes).
- Updated to the latest version from the Community Workshop (Update Notes).
[ MISC ]
- Added official game servers in London.
- Reduced fire effects penetration through thin walls.
- Added 2024 Copenhagen Major trophies to player profiles.
- Whitelisted cs_minimap_create_output_size setting for Counter-Strike 2 Workshop Tools.
- Updated to the latest version from the Community Workshop found here
- Fixed hole in brick stack on bombsite B
- Fixed bug preventing custom sounds from being played in community maps
- Added community maps Thera and Mills to Competitive, Casual, and Deathmatch map groups
- Added community maps Memento and Assembly to the Wingman map pool
- Added community map Pool Day to the Arms Race map pool
- Fixed c4 stuck spots
- Fixed c4 stuck spots, holes in the world, and non-solids causing problems
- Fixed c4 stuck spots and clipping
- Fixes for grenade collision and clipping
[ UI ]
- Updated the MVP panel in all game modes
- Added all-new animated MVP panels to Premier matches
- Added several new MVP conditions and adjusted prior MVP rules
[ GAMEPLAY ]
- In Competitive Matchmaking, per-map skill groups are now revealed after you earn two wins on a map.
[ VIDEO SETTINGS ]
- Settings Recommendations
- Added a Settings Recommendation popup if your display's refresh rate is set below its maximum at startup. Using your display's highest refresh rate is generally recommended.
- Added a Settings Recommendation popup if NVIDIA G-Sync support is detected but not enabled at startup. Using G-Sync is generally recommended if your system supports it.
- Added a Settings Recommendation popup if NVIDIA G-Sync is enabled but not V-Sync and/or NVIDIA Reflex. It is generally recommended to enable all three settings together when they are available. Note that applying these settings will limit your frame rate to your display's refresh rate or slightly lower, which is usually the smoothest-looking and lowest input latency settings combination. See https://help.steampowered.com/en/faqs/view/418E-7A04-B0DA-9032 for technical details.
- Removed "Main Menu Background Scenery" and "Item Inspect Background Scenery" settings from the Video Settings page. These settings are still available on the Main Menu and in the Item Inspect screens respectively.
- The "Refresh Rate" setting now shows your display's current refresh rate in Windowed and Fullscreen Windowed modes.
- Removed the "Laptop Power Savings" setting which has never actually been configurable in CS2.
- Added a "Frame Pacing" section to the Advanced Video settings page.
- Added an "NVIDIA G-Sync" row to the Frame Pacing section which tells you whether or not G-Sync is active with your current display settings. This row may be hidden if you're using the Vulkan renderer or if you're not using an NVIDIA graphics card.
- Added "Maximum FPS In Game" and "Maximum FPS In Menus" sliders to the Frame Pacing section. These control the fps_max and fps_max_ui convars respectively.
- Increased the default "Maximum FPS In Menus" setting from 120 FPS to 200 FPS.
- The Advanced Video visual preview now uses the "In Game" maximum FPS instead of the "In Menus" maximum.
- Added a "pips only" option to the "Show Team ID Through Walls" settings (
cl_teamid_overhead_mode)
- Improved bomb interaction with water in Overpass
- Fixed a gap in Nuke on bombsite B
- Fixed lighting bugs in Main Menu Scenery maps Warehouse and Nuke
- Fixed a case where bots would teleport long distances when approaching ladders
- Various localization updates
[ INPUT ]
- Fixed a bug where the console toggle key would stop working after a Premier pick/ban phase
- The game now continues accepting keyboard input while a scoreboard player card is open
- Joystick input is now ignored by default. Joystick input is not an officially supported feature of CS2, but you can restore the old behavior with the -joy launch option
[ UI ]
- Fixed player and bot names on the Team Select screen during bot takeover
[ WEAPON FINISHES ]
- Fixed a bug where certain graphics configurations resulted in black weapon finishes
[ MISC ]
- Fixed an issue where the game client would never reconnect to Counter-Strike Network if launched while there was no connection to Steam Network
- Steam accounts that have an active account lock are no longer allowed to play on secure Counter-Strike game servers
- Fixed a bug where viewmodels would bob excessively on Linux
[ GAMEPLAY ]
- Height of the 'pillar' of flame for both Molotov and Incendiary grenade now decreases over time
- Reduced the terrorist team award when bomb was planted but defused from $800 to $600, to decrease the impact of the first-round on subsequent rounds
- Reduced the price of the M4A4 from $3100 to $3000
- Minor adjustments to first-person camera movement
- Added explicit "switchhandsleft" and "switchhandsright" console commands
- Deathmatch bonus weapons are now the same for all players regardless of loadout
- Adjusted the explosion and flame visual treatment
- Reduced duration
- Reduced area covered by spreading flames
- Reduced price from $600 to $500
[ RENTALS ]
- When players open a Kilowatt case with a key, they will have the option to rent the entire Kilowatt collection (i.e., every weapon in the case, excluding the rare special item) for a week instead of receiving an item from the collection
- Equipped rented weapons will be replaced with the stock version of the weapon when the rental period expires
- Rented weapons cannot be modified (e.g., via stickers or name tags), traded, or sold on the Steam Community Market
[ HUD ]
- Fixed a bug where the MVP player name displayed incorrectly during bot takeover
- Fixed a bug where the Refund All button in the Buy Menu would only refund a single flashbang grenade
- Fixed a bug where the ESC menu scoreboard during end-of-match didn't match the TAB scoreboard
- Fixed a bug where the Loss Bonus scoreboard tooltip would get stuck on-screen after closing the scoreboard
- Blocking stranger Steam avatars will now block other user-generated content such name tags and sticker placements
[ CHICKENS ]
- Chickens have a few new animations
- Chickens can now walk up hills
- Chickens can now turn right while walking
[ UI ]
- Various performance improvements to the Warehouse main menu and item inspect background scenery
[ DEMOS ]
- The demo playback timeline now show indicators for kill and death events
- Demo playback can be toggled into "highlight mode" which will show only kills and deaths for the active player
- Various minor demo playback UI changes
- Fixed a demo playback crash
[ MAPS ]
- Added catwalk by bombsite A, connecting to back of A
- Removed connector between back of A and elevators
- Opened up passage between elevators and scaffolding
- Slightly tweaked size of bombsite A
- Tweaked spawn timings slightly
- Changed Wingman layout to feature bombsite A changes
- Fixed movement hitch on lower conveyor
- Lowered height of central conveyor tray to help open sniper view
- Fixed a case where a player could shoot through multiple walls
- Fixed bad collision on certain props
- Fixed some sticky collision around windows in palace
- Reduced the opacity of teammate names near the crosshair.
- Made the death experience during bot takeover match the normal death experience.
- Fixed several bugs with looping through bot takeover spectator targets.
- Fixed several bugs with scoreboard buttons not working as designed.
- Fixed a bug where the in-air kill feed icon didn't work with certain weapons (thanks aquaismissing).
- Fixed a bug where the HUD would be offset after watching a demo (thanks again aquaismissing).
[ MISC ]
- Fixed a bug where the game would stop taking keyboard input during the end-of-match map vote.
- Fixed a bug where UI characters always had default gloves equipped.
- Demo playback will pause at the end of a recording instead of returning to the main menu.
- Minor demo playback optimizations.
[ WORKSHOP ]
- Added arms race game mode for workshop map submissions
[ MISC ]
- Grenade kills no longer display the "in-air" killfeed icon.
- Fixed several cases where clicking on the buy menu or scoreboard would cause the game to stop taking keyboard input.
- Fixed too many usercommands being processed when skipping forward in demos. This reduces the skip time by as much as 80%.
- Added console output that may be helpful for advanced users to diagnose performance problems. When a very long frame occurs, a brief profile of the frame is printed. At the end of a match, a summary is printed.
[ MISC ]
- Fixed a bug where grenade throw animations would get stuck when switching hands.
- Fixed a bug where the same grenade type couldn't be thrown multiple times without switching to another weapon first.
- Fixed a bug that allowed picking up grenades beyond the normal maximum.
- Fixed a bug where smoke grenades would sometimes appear lit as if a flashbang detonated inside them.
[ MAPS ]
- Fixed a spot in Dust 2 above mid doors where grenades would fall through the world.
- Fixed a spot in Inferno where weapons could fall through the world.