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Release Notes for 10/13/2016

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(#1) Napisano 14 paź 2016, o 01:36

Release Notes for 10/13/2016

[MAPS]

– A revised version of de_inferno is available in the Reserves Map group. Thanks to the CS:GO community for their continuing feedback.

– For more details, head to http://www.counter-strike.net/inferno/


[GAMEPLAY]

– Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air.

— This is tunable via the convar sv_timebetweenducks.

– Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.

– Adjusted bomb plant animation when planting the bomb while already crouched.

– Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.

– Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles


[Xbox Game DVR]

– Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.


[UI]

– Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.

— NOTE: There are no gameplay behavior changes in scoped accuracy; actual accuracy and timing are unaffected. The display now more-correctly represents your current inaccuracy.

– Crosshair blur fidelity improved.

– New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.


[MISC]

– Gameplay convars for community servers & workshop maps:

— weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.

— sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.

— sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.

– Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.

– Doors are always networked to prevent peeks with high lag revealing players behind the door.




Źródło: http://blog.counter-strike.net/index.php/2016/10/16312/
PASSION! Już wkrótce :happymeat:
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