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Counter-Strike: Global Offensive - New patch adds new hitboxes, weapon animations and more

17.09.15 - 23:10

A new patch has arrived for Counter-Strike Global Offensive which totaly reworks the hitboxes of the game. The hitbox change was a highly anticipated feature by the community. The hitboxes are responsible to detect hits and calculate the damage zone of the hit. The patch also changes the weapon animations and adds a ladder animations.

[ 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).
Quelle: Valve Software

 

Author: MA|Katja

MATCHARENA
Quote comment
03.06.2016 08:01h
#1

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