Counter-Strike GO will have a major overhaul and Valve has released a new update for the game, including a new player animation system. "Upgrading classic maps and adjusting weapon balance are just some of the ways CS: GO is constantly evolving. We expect to continue iterating on animation in future updates, so jump into a game and let us know what you think!" Valve says.


via segmentnext.com

Check out the patch updates down below:

Global Offensive Patch Notes:

[ 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:
o Reduced price
o Reduced armor penetration
o Reduced ROF
o Increased base spread
· Zeus x27
o Reduced price to $100
o Dual Berettas
o Increased armor penetration
o 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).