A new CS:GO update, build number 188.8.131.52, has shipped and includes monumental changes to player animations and hitboxes, as well as a nerf to the M4A1-S.
One of the most pressing issues heading into the later half of 2015 for CS:GO has been an issue with hitboxes not correctly displaying for various states of action in the game, such as when on ladders or when planting a bomb.
The issue was deemed critical enough that a Valve developer confirmed it was being worked on in the longterm, a rare moment of public outreach by the games development company.
The latest build of CS:GO, version 184.108.40.206, which has just shipped, is primarily dedicated to the creation of a brand new player animation system for the game. The new system apparently modernizes the player’s skeleton and hitbox to better express various actions, as well as adding new ones such as weapon deploys, bomb defusing, and ladder climbing.
The update has also made a few weapon changes, with minor ones such as the Zeus price reduction and slightly buffed Dual Berettas being eclipsed by a significant nerf to the M4A1-S, which is doubtless meant to bring it back toward parity with the M4A4.
The full changelog for the update can be found below:
- 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
- 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.
- Fixed improper stencil state in glow pass rendering.
- Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position.
- Reduced price
- Reduced armor penetration
- Reduced ROF
- Increased base spread
- Reduced price to $100
- Increased armor penetration
- Increased range modifier
- Added viewmodel position lerp to gotv camera transitions.
- Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).