Contributed by Simon den Bekker
Last night a new update was released for CSGO. The main goal for this update was to improve upon the look with new animations for every action a player can do. There are new animations for planting, defusing, climbing ladders and moving characters.
With these changes are also some changes to weapons. Most notably the M4A1-S, which is the most used rifle on the Counter-Terrorist side, has been subjected to nerfing; the rate of fire has been reduced, the spray pattern is different and it has less armor penetration. The cost of the Zeus (Taser) has been reset to $100 again (so prepare yourself for some more troll video’s) and it actually makes sense to buy one now because of its 1 hit kill potential.
This basically sums up the new update. I suggest that if you have CSGO yourself that you go and check it out, it makes a world of difference from the old animations.
The full release notes can be found here if you feel obliged to take a look. The full patch notes are also posted below, for those less willing to checkout the CSGO website.
[ 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).