Counter-Strike: Global Offensive Update Adds Stickers, Underhand Grenade Throws, Map Fixes, and More - February 5, 2014

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  • Counter-Strike: Global Offensive Update Adds Stickers, Underhand Grenade Throws, Map Fixes, and More - February 5, 2014

    An update was released tonight for Counter-Strike: Global Offensive that includes a wide variety of changes to the game. These include the addition of hats stickers to the game. They show up as "Sticker Capsules" that can be unlocked with a Sticker Capsule Key. You can apply these stickers to guns.

    Changelog for CS:GO for February 5, 2014

    STICKERS
    - Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
    - Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
    - A sticker can be applied to any gun, and each gun can hold multiple stickers.

    MISC
    - Several adjustments to improve performance for a range of hardware configurations.
    - Ended Operation Bravo.
    - Overpass and Cobblestone maps are now available to everyone.
    - Removed the following items from the store:
    -- Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
    -- Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
    - Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
    - Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/...pped_4WayBlend
    - Added more diagnostic information for buffer overflows in network channel.

    UI
    - Removed rouge [sic] pixel on mode map selection UI.
    - Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
    - Reduced translucency of avatars in playercount panel and did some minor visual updates.
    - Enemies icons on radar are now a different shape than teammates.
    - Hostages on radar now have an H in the dot and never rotate.
    - Added sort method 'Equipped' to the Inventory.
    - Added a setting to Game Options that allows hiding Team Tags in death notices.
    - Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
    - Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.

    GAMEPLAY
    - All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.
    -- Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.

    - Weapon balance has been adjusted:
    -- Improved Desert Eagle accuracy recovery
    -- Improved Sg553 and AUG rates of fire.
    -- Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
    -- Increased movement inaccuracy on all automatic weapons by 50%.
    -- Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
    - sv_airaccelerate has been slightly increased.

    MAPS
    - Mirage
    -- Fixed a bug where you could peek over a crate at CT stairs.
    -- Added a peek position in Bombsite A connector, towards Palace exit.
    -- Clipped benches inside palace.
    -- Fixed some boost/exploit spots (Thanks F3RO!).
    -- Breakable metal panels can no longer be shot through without triggering break effect.
    -- Made it easier to get into hole leading to CT sniper window.
    -- Made it easier to move over cart leading to B route from CT spawn.
    -- Reworked cover in Bombsite A.
    -- Reworked cover in Bombsite B.

    - Overpass
    -- Changed cover in playground.
    -- Fixed smoke sorting on water.
    -- Made players easier to see in park connector stairs.
    -- Raised upper park divider to prevent peeking over it.
    -- Increased ambient lighting.
    -- Made bridge near Bombsite B twice as wide.
    -- Made it easier to spot players in T side of canal.
    -- Simplified the layout of Bombsite B slightly.
    -- Removed small tree at CT side of upper park.
    -- Blocked visibility through truck in Bombsite A.
    -- Tweaked soundscape.
    -- General optimizations.

    - Inferno
    -- Fixed a bug where players could get stuck in ceilingfans.
    -- Fixed some areas where thrown C4 could get stuck.
    -- Increased brightness slightly in hallway leading to balcony in Bombsite A.
    -- Fixed gaps that players could see through in Bombsite B.
    -- Made wall penetration in construction more consistent (Thanks Pawlesslol!).
    -- Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
    -- General optimizations.

    - Dust 2
    -- Removed dark texture near tunnel stairs.
    -- Removed sky collision over building near T spawn.
    -- Covered up shadow that looked like a player near CT spawn.
    -- Fixed invisible ledges on curved corners.

    - Assault
    -- Fixed various graphical bugs.
    -- Fixed bugs related to prop_physics_multiplayer.
    -- Added a CT van to CT spawn.
    -- Fixed an exploit where players could get out of the map.
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