Release Notes for 3/19/2024
[ COPENHAGEN 2024 MAJOR ]
- Elimination Stage Pick'Em Challenge is now active with 13 qualified teams (three more teams will qualify tomorrow). Elimination Stage picks can be updated and saved all the way until the first Elimination Stage matches begin
- Added a reminder for players who purchased their Copenhagen 2024 Viewer Pass that the pass must be activated in order to become eligible for the Copenhagen 2024 Coin Challenges
- Added a checkbox to show final Swiss standings in the Major Hub
- Added ability to preview souvenir packages from the Major Hub
- Various UI improvements in Copenhagen 2024 Major Hub
[ MISC ]
- Fixed a case when C4 could fall through the floor if dropped while planting
- Added a popup confirmation before launching Training Day from the Play menu
[ MISC ]
- Spawn position is no longer randomly determined when a player reconnects to a server during freeze time. The spawn point sequence is now configured at the beginning of the map and is saved/restored from round backup files
- In official matchmaking servers, players who disconnect and reconnect during freeze time will respawn in the spawn point they were assigned at the beginning of the round
- On community servers, players who disconnect and reconnect during freeze time will be assigned one of the five spawn positions assigned to the team that round
- When restoring from round backup files (which is recommended in tournament settings after disconnects/reconnects), players will spawn in the positions they were originally assigned at the beginning of that round
- Fixed a bug where players would see a black screen after disconnecting and reconnecting multiple times during a technical timeout
- Fixed a bug where players disconnecting and reconnecting to a competitive match would incorrectly interact with bot spawning algorithm
- Fixed some cases where MVP music would not play or would play over round end music
- Fixed a bug in Deathmatch where kills during warmup would count towards healthshot reward and Zeus score bonus
- Fixed players jumping higher than normal when toggling low framerate
- Fixed an instance of weapon switches sometimes being ignored by the server
- Fixed smoke shadow rendering issues and improvements to perf
- Fixed a bug where the game would crash on Linux while alt-tabbing
- Fixed some cases where a frame rate hitch would occur due to compiling shaders
- Improved behavior when user input does not arrive on the server in time due to packet loss or client frame rate issues
- Adjusted various music kit cues in NIGHTMODE Music Kit box (ISOxo, Knock2, and TWERL and Ekko & Sidetrack)
- Fixed a case where some players in North America would always fail to accept a match on a server in Europe due to SDR choosing an invalid route
- Players who get kicked from official competitive servers for too many suicides will now be issued a competitive cooldown
- Adjusted the logic tracking player idle state to exclude round freezetime and timeout periods
- Chickens no longer interact with dropped weapons
- Sniper scope overlay no longer appears in tool viewports (such as Hammer)
- Adjusted spawn location priorities for Premier and Competitive game modes in Anubis, Inferno, Mirage, Nuke, Overpass, and Vertigo.
- Fixed community reported gaps in map and Trike model
- Raised plywood at top of Banana to cover head visibility
- Smoothed ground movement in Banana and Bombsite A
- Raised Arch exit towards Mid (or "Raised arch in Arch")
- Removed bench at Arch near Library
- Removed construction cone at Underpass
- Fix lightmaps being capped at 4k resolution in CS2 Workshop Tools
- Updated sticker inspect to support wear in 0.1 increments to match sticker scraping
- Added roughness texture to foil stickers in the Item Editor
- Updated help system for new sticker features
[ WORKSHOP ]
- Enabled uploading CS2 maps to the workshop
- Community Servers can host workshop maps
- Added paint metalness and roughness by color features to Solid Color, Hydrographic, and Spray-Paint finishes in the Item Editor
- Added option to toggle "Automatic PBR Color Correction" to all sticker types in Item Editor
- Various Item Editor help system updates including "mat_fullbright 10" to test PBR
- Various updates to workshop tools
- Fixed a case where user commands would be ignored in poor network conditions
- Fixed a case where weapons would fire faster than intended
- Fixed a case where clients would show multiple gunshots for one actual shot
- Fixed a case where players would fail to keep their weapons between rounds of overtime
- Fixed some instances of dropped weapons falling out of the gameplay space
- In firstperson, dead players will now see their own ragdoll at the server-authoritative lag-compensated position of their demise
- Decoy grenades interact aesthetically with smoke clouds
- Smoke grenades now have a minimum fuse duration to prevent smokes from prematurely detonating if stuck in crevices
- Players now ignore individual damage events dealing less than one point of damage
- Knife attacks will now prioritize enemies and will only hit teammates if there are no enemies in range
- Knife attacks no longer predict damage effects or sounds on the client
- Knife attack immediately after switching to a knife will always deal full damage amount
- For a given map location, eye height is now consistent regardless of how the player arrived
- INFERNO
- Fixed clipping in various areas
- Fixed various microgaps
- Fixed disappearing meshes in skybox
- Removed birds that got mistaken for grenades
- Added sv_maxuptimelimit setting to request server shutdown after certain number of uptime hours.
- Support -sv_maxuptimelimit command line parameter to randomly select uptime limit per instance within a range, e.g. "-sv_maxuptimelimit 48-72" command line parameter will request game server instance to self-shutdown somewhere between 48 and 72 hours by issuing "sv_shutdown" command on the game server.
- Added game server startup timing log records.
- Game servers will now print global chat messages when players acknowledge newly acquired items while connected to the game server.
- Fixed a bug showing 100% packet loss immediately after connection
- Fixed a bug where scoreboard ping could get stuck at a value lower than the real ping
- Improved rendering of stickers
- Added wins and wins-needed to Competitive Play Menu map tiles
- Fixed various minor HUD bugs
- Fixed various skins and sticker bugs
- Fixed various bugs with item inspection UI
- Fixed a skinning issue with Trapper Aggressor agent's legs
- Improved performance of player animations on client and server
- Smoke grenade canister changed to chrome material
- "Boost Player Contrast" no longer applies to dead players
- Adjusted microphone voice threshold value
Maps
Various bug fixes and tweaks:Inferno
- 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
Overpass
- 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
Nuke
- 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
Dust2
- Fixed micro-cracks in crate models
- Anubis
- 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 the 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 into position
- Overall clipping/movement polish
Office
- 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
Vertigo
- Fixed ladder collision blocking bullets and grenades
- Fixed steel beams having incorrect surface property
- Overall clipping / movement polish
- Mirage
- Fixed various bullet penetration issues
- Overall clipping / movement polish
Ancient
- 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
Misc
- 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.