15/09/15 Update Notes (103 MB)

This week we’re releasing a new player animation system for CS:GO. For a complete list of changes, see below.



The new system modernizes the player’s skeleton and hitboxes to better express at-a-glance exactly what your enemies and teammates are doing. We’ve upgraded all the existing body animations, and added some new ones like visible weapon deploys, bomb defusing, and ladder-climbing.

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



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



Added viewmodel position lerp to gotv camera transitions

Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).

Guys im not a Valve employe stop adding me or spamming my Comment section pls. -.--------------------------------------------------Please discuss the changes pertaining to the M4A1-S here Discuss the FPS drop and possible fix here Discuss the new hitbox here