[ATTACH=CONFIG]1310[/ATTACH]
Changelog for CS:GO for September 15, 2015
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).
• 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).
Fixed. Thanks!
Edit: Now I need to figure out why attached images don't show properly on the main index replies...
Edit 2: Whatever, it fixed itself now.
Edit 3: It's broken again... WTF
Edit 4: FFFFFFFUUUUUUUUUUUUUUUUU... it "fixes" itself after an edit but if I refresh it's broken again?!