A Valve disponibilizou esta sexta-feira uma nova atualização com importantes correções às animações de movimentação e ao sub-tick.

Numa das maiores atualizações desde o lançamento do Counter-Strike 2, a Valve voltou a focar-se em grande correções no que toca às animações da movimentação.

Nesta nova atualização, foram apresentadas correções às reações do player model aquando das rotações do corpo e ainda outras como as animações de salto.

Entre os destaques estão também múltiplas correções e ajustes a cinco mapas: Nuke, Mirage, Office, Vertigo e Ancient. Um aumento da região de plant no bombsite do A no Mirage tem sido uma das atualizações de maior destaque nas últimas horas por parte da comunidade.

Estas são as notas da atualização:

– Sub-tick timing improvements to various systems including grenade throw animations and revolver firing
– Added a missing fire effect to molotovs that are held by players

– Reduced the amount that player characters will rotate their torso away from leg orientation
– Improved hit reactions
– Made jump animations directional
– Improved character posing when aiming up and down
– Improved foot placement and posing when running
– Reduced animation posing when deploying
– The timing of a players flashbanged posing now more accurately represents the player’s ability to see

– Fixed issue with Shadow Daggers playing catch sound during looping inspect animation
– Further refined falloff distance curves and volume of grenade bounces
– Lowered volume of deathmatch bonus period ending
– Lowered volume of lobby chat notification sound
– Fixed missing water drip console errors in Office
– Increased audible distance of breaking glass window sounds
– Fixed an issue where sometimes a Sabre agent would say hostage related lines when cheering

[ MISC ]
– Adjusted wear values of most tournament stickers and many other stickers to better match CS:GO
– Changed handling of non-default console key bindings to match CS:GO behavior

[ MAPS ]
– Fixed cubemap issue at Lobby
– Fixed hole at B-site
– Fixed some holes at Ramp Room
– Fixed glass floor material at B-Site not having impact effects
– Fixed up footstep sounds on hazard stripes
– Attempt to fix light leaking through base of doors at B-site
– Brightened red interior walls to help with agent vis
– Fixed pixel boost on chainlink fence outside
– Fix shadows leaking through double doors at B-site
– Made cubemap transitions smoother in some places at b-site
– Fixed clipping on van at Truck
– Clipped fridge in Apartments to prevent player becoming stuck
– Adjusted bombsite A size and added visual boundaries
– Fixed collision on Scaffolding to provide smooth movement
– Fixed geometry and clipping outside Sniper’s Nest to prevent pixel walking
– Improved clipping around desks at t-spawn
– Improved clipping on crates at Back Courtyard
– Re-added collision to handrails
– Extended staircase and added grenade clip to stairs at near t-spawn to prevent grenades becoming wedged in gap
– Fixed clipping on crate at mid
– Fixed clipping on scaffold at back of A
– Fixed clipping on scaffold at T-start
– Fixed vis bug at A-ramp looking toward Bridge
– Fixed grenade clip on support beam at A-ramp
– Plugged Holes in insulation foam roll model
– Fixed hole under pillar at A-site
– Fixed clipping above walkway stairs in Palace
– Closed up multiple microgaps throughout the map
– Fixed some clipping on pillar at A-site
– Fixed clipping on doorway at b-site
– Plugged some micro holes
– Fixed gap between two clip brushes that allowed bomb to be thrown on top of building
– Fixed slight wall gap that allowed sniping into bombsite A
– Fixed clipping on doorway at b-site
– Fixed various gaps in the world
– Fixed various texture seams
– Closed gap that looks into Jaguar area
– Adjusted clipping along fence near A-site
– Adjusted clipping around tree base on A-site boost
– Adjusted position of stone near B-site that player could crouch in
– Added clipping to the top of the map to help minimize player exploits

Lê as últimas novidades dos esports aqui.