Release Notes for 10/13/2016

    • Release Notes for 10/13/2016

      CS:GO schrieb:

      [MAPS]
      – A revised version of de_inferno is available in the Reserves Map group. Thanks to the CS:GO community for their continuing feedback.
      – For more details, head to http://www.counter-strike.net/inferno/

      [GAMEPLAY]
      – Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air.
      — This is tunable via the convar sv_timebetweenducks.
      – Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.
      – Adjusted bomb plant animation when planting the bomb while already crouched.
      – Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.
      – Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles

      [Xbox Game DVR]
      – Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.

      [UI]
      – Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.
      — NOTE: There are no gameplay behavior changes in scoped accuracy; actual accuracy and timing are unaffected. The display now more-correctly represents your current inaccuracy.
      – Crosshair blur fidelity improved.
      – New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.

      [MISC]
      – Gameplay convars for community servers & workshop maps:
      — weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.
      — sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.
      — sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.
      – Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.
      – Doors are always networked to prevent peeks with high lag revealing players behind the door.

      Quelle: blog.counter-strike.net/index.php/2016/10/16312/