If you were bothered by Counter-Strike: Global Offensive's hitboxes, now might be a time to give the PC shooter another chance. Valve has released a new update for the game that, among other things, includes a new player animation system that "modernizes" players' skeletons and hitboxes.
Reddit user piccdk created the image below, which offers a nice comparison between old and new.
The Global Offensive update also upgrades all existing body animations and adds new ones for visible weapon displays, bomb defusing, and ladder climbing.
"Upgrading classic maps and adjusting weapon balance are just some of the ways CS:GO is constantly evolving," Valve said on the Counter-Strike blog. "We expect to continue iterating on animation in future updates, so jump into a game and let us know what you think!"
Global Offensive is one of the most popular games on all of Steam. Right now, it is the top overall game on the platform with more than 614,000 people playing the game, outpacing even DOTA 2.
Global Offensive Patch Notes:
[ ANIMATION / GAMEPLAY ]
Replaced all player body animations (Existing character models retained for demo compatibility)Replaced all world model weapon animationUpdated shared player skeletonRe-rigged all player model geometry and player scaffold animationUpdated animation networking to continually synchronize animation state instead of periodically latchingPlayer animation sequence selection is now server-initiatedAdded new player states including bomb defusal and ladder climb posesAdded thirdperson weapon deploy animations to more accurately represent viewmodel deploy stateExtended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angleAdded reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding themAdded support for arbitrary numbers of articulated mechanical parts on world weapon modelsUpdated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletonsAdded physics motion to holstered attachment weapon locationsAdded support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radiusReplaced shared hitboxes with new capsule-based setRebuilt player ragdoll angular constraints, physics hulls, and interaction pairsRagdolls now assume more exact pose of their parent player on physics initRe-built animation statemachine to support blending locomotion over any weapon aim or action posesEnabled support for dynamic player animation layer re-orderingSequence blendlayers now correctly contribute to computed cyclerateAdded defuser cables and multimeter modelAdded hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixesAdded 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 coachesAdded 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 positionM4A1-S: Reduced priceReduced armor penetrationReduced ROFIncreased base spreadZeus x27 Reduced price to $100Dual BerettasIncreased armor penetrationIncreased 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).