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A couple of short days ago, it was discovered that the hitboxes were way off for players that turned just slightly. It was found that if a player moved their view just enough that only their character model's upper torso moved, it would throw the hitboxes off by a significant degree for almost the entire model. This included the oh so important head hitbox, which naturally resulted in people missing headshots they feel like they almost certainly should have hit. The community affectionately called this "getting CS:GO'd." It's not exactly the high point of creative names, but it did result in a ton of images, gifs, and videos of this bizarre phenomenon happening to people of all skill levels.

People knew there was an issue but they just didn't know why or what caused it. Thanks to the efforts of people like maddada_ and Spurks via Reddit, the cause was discovered. You can see an example of the bug in action right here.


And one more video showing off the hitboxes more clearly.


Less than 24-hours after the cause for this major hitbox issue was discovered, Valve released a beta patch for Counter-Strike: Global Offensive. The update was released early yesterday morning for those who wish to opt-in to test the fix along with many other important fixes for the game.

This patch is currently being tested by the community. If this sounds like something you'd like to do, here is how you can opt-in:
  1. Right click on CS:GO in your Steam library
  2. Go to Properties
  3. Click on the Beta tab
  4. Select "1.35.4.7rc" f rom the drop down menu

Server owners can run "+app_update 740 -beta 1.35.4.7rc" in SteamCMD.

The current list of changes are found below. I will give props to Valve on this quick turnaround for fixing the issue once the cause was discovered.
Changelog for CS:GO (BETA patch) for September 9, 2016
Gameplay
• The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
• When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
• If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
• Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
• The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
• First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
• Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.

Misc
• Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
• Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.

Any and all bugs should be reported. It seems like there's already a huge Reddit thread full of bug reports that you can make use of.