{"id":199,"date":"2023-06-30T01:48:38","date_gmt":"2023-06-30T01:48:38","guid":{"rendered":"https:\/\/csgo.steamanalyst.com\/blog\/?p=199"},"modified":"2023-06-30T01:48:39","modified_gmt":"2023-06-30T01:48:39","slug":"cs2-release-notes-for-6-29-23","status":"publish","type":"post","link":"https:\/\/www.steamanalyst.com\/blog\/cs2-release-notes-for-6-29-23\/","title":{"rendered":"CS2 Release Notes for 6\/29\/23"},"content":{"rendered":"\n<p>[ GAMEPLAY ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Added Casual game mode.<\/li>\n<\/ul>\n\n\n\n<p>[ SHOOTING ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed rare cases where bullets would not follow spray pattern.<\/li>\n<\/ul>\n\n\n\n<p>[ MAPS ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Added Nuke to Deathmatch, Casual, and Competitive game modes.<\/li>\n\n\n\n<li>Added Office to Deathmatch and Casual game modes.<\/li>\n\n\n\n<li>Removed Mirage.<\/li>\n<\/ul>\n\n\n\n<p>[ AUDIO ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Added distance effects to all positional sound sources.<\/li>\n\n\n\n<li>Improvements to 3d sound processing.<\/li>\n\n\n\n<li>General mix tweaks and improvements.<\/li>\n\n\n\n<li>Fixed bug where sometimes sounds would not respect the occlusion values of surrounding geometry resulting in sources appearing closer than what they were.<\/li>\n\n\n\n<li>Fixed missing low frequencies at certain distances away from sound sources such as grenades and weapon fire.<\/li>\n\n\n\n<li>Fixed a bug where some sounds would be slightly louder or quieter depending on the listeners orientation.<\/li>\n\n\n\n<li>Added music cues to Match Accept and Loading screens.<\/li>\n\n\n\n<li>Added unique audio occlusion layer to help with vertical sound positioning in Nuke.<\/li>\n<\/ul>\n\n\n\n<p>[ ANIMATION ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Grenades can now be inspected.<\/li>\n\n\n\n<li>Improved healthshot animations<\/li>\n\n\n\n<li>Improved inspect behavior for various weapons<\/li>\n<\/ul>\n\n\n\n<p>[ MOVEMENT ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed cases of unintended slow crouch\/uncrouch.<\/li>\n\n\n\n<li>Bunny hopping feel should now closely match CS:GO running at 128 tick.<\/li>\n\n\n\n<li>Added convar sv_jump_spam_penalty_time to allow fine tuning of bunny hop feel.<\/li>\n\n\n\n<li>The readout for cl_showpos has been enhanced to show the maximum speed of the last 3 seconds; this number is in parenthesis on the &#8216;vel&#8217; line<\/li>\n\n\n\n<li>Players can no longer jump at the end of warmup time<\/li>\n<\/ul>\n\n\n\n<p>[ NETWORKING ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Sending game delta frames is now asynchronous, reducing dedicated server main thread CPU usage, thus reducing probability of dropped ticks.<\/li>\n<\/ul>\n\n\n\n<p>[ MISC ]<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a case where a holstered weapon would be rendered on a dead player<\/li>\n\n\n\n<li>Added a team-agnostic equip icon for inventory\/loadout item tiles<\/li>\n\n\n\n<li>When possible, switching to spectator mode will default to in-eye spectating<\/li>\n\n\n\n<li>Adjusted the transition between spectator chase cam and roaming cam<\/li>\n\n\n\n<li>Centered game mode text in the loading screen<\/li>\n\n\n\n<li>Removed &#8220;Best out of X rounds&#8221; from the loading screen<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>cs2 beta update log<\/p>\n","protected":false},"author":1,"featured_media":176,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[8,11,16,25,26,29,37,39],"class_list":["post-199","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized","tag-butterfly-knife","tag-csgo","tag-factory-new","tag-karambit","tag-knife","tag-m4a4","tag-ruby","tag-skins"],"_links":{"self":[{"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/posts\/199","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/comments?post=199"}],"version-history":[{"count":2,"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/posts\/199\/revisions"}],"predecessor-version":[{"id":201,"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/posts\/199\/revisions\/201"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/media\/176"}],"wp:attachment":[{"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/media?parent=199"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/categories?post=199"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.steamanalyst.com\/blog\/wp-json\/wp\/v2\/tags?post=199"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}