Release Notes for 9/15/2015

    • Release Notes for 9/15/2015

      CS:GO schrieb:

      [ 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).

      Quelle: blog.counter-strike.net/index.php/2015/09/12496/