CS2 News LIST

News, Updates, Releases & Announcements

News

Stay updated and find the latest news about CS:GO.


Counter-Strike 2 Update

Fixed a case where a disconnected player could cause a poltergeist CT model to appear in the middle of the map Player model of a disconnecting player should now immediately suicide when disconnect is detected instead of lingering for 10 additional seconds under certain conditions Fixed a case where damage prediction was incorrect due to view angle changes mid-spray Lag compensation now runs when shooting at teammates and mp_teammates_are_enemies is enabled even when mp_friendlyfire is disabled Fixed layout inconsistencies for ranks display and player profiles Train Updated sounds on main menu background Improved movement around ladders Fixed various gaps in map Fixed z-fighting in various spots Inferno Fixed various holes Adjusted clipping in multiple spots Fixed various texture bugs Nuke Fixed a spot that players could get stuck on Office Fixed a case where a T would spawn in the air

Counter-Strike 2 Update

Train Removed unintended boost in B halls Added grenade collision to out of bounds areas Fixed gap in world by longdog exit Added collision to B site broken ceiling Fixed collision type on oilcar in B site

Counter-Strike 2 Update

Fixed a bug where missing text for a user's language wouldn't fall back to English Train Fixed various collision issues including a higher fidelity for the orange train on B site Minor fixes on textures stretching Fixed various gaps in map Disabled player collision on radio Updated radio sound Added vphysics clip to platform gap in T spawn for clumsy players Players can now get on top of cratestack outside of longdog Overpass Fixed lighting bug on Bombsite B Fixed footstep sound bug on mud surfaces Basalt Updated to the latest version from the Community Workshop (Update Notes)

Train finally returns to Counter-Strike 2 in the latest big update

Train! It's back! A fan favourite map returns that was annoyingly missing from the release of Counter-Strike 2.
But it's now back and looking better than ever in the latest update to Valve's FPS.
Read the full article here: https://www.gamingonlinux.com/2024/11/train-finally-returns-to-counter-strike-2-in-the-latest-big-update

All Aboard!

We're happy to announce the return of the momentarily lost classic, Train.
There's plenty of classic Counter-Strike in every inch of this map—but we also made sure to mix up the gameplay a bit to keep you Train veterans on your toes.
We also gave it a full visual overhaul, which means your favorite bleak Eastern European train yard is now 60% cloudier.
With a chance of rain? We guarantee it.
So queue up and get ready to master the newest version of one of Counter-Strike's most iconic maps.
Train is now available in casual and competitive game modes.
Overpass Updates and New Community Maps All Aboard! Overpass has received a number of updates based on community feedback, and we're adding four new community maps to the game.
Basalt returns to Counter-Strike 2 alongside Edin in casual and competitive game modes, and Palais and Whistle have been added to Wingman.

Counter-Strike 2 Update

Added damage prediction settings.
Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server.
Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g.
due to aim punch, tagging, or a death that your client isn't yet aware of).
Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
Damage prediction is not active when you have high ping.
Updated the third-person animation that plays when a player is blinded by a flashbang.
The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
Fixed a case where legs weren't animating correctly while taking damage.
Added ambient occlusion for first person legs to better ground them in the environment.
Performance optimizations for molotov and incendiary effects.
Added axis labels to the grenade line-up reticle tick marks.
The grenade preview camera now shows the result of a jump throw while the jump button is held.
Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups.
To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
New game settings for radar map blending and background opacity.
Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
Fixed a regression with Chinese input via the Microsoft Input Methods.
CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
Charm Template number is now available in Charm descriptions.
Train Added Train to Competitive, Casual, and Deathmatch modes.
Community Maps Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
Added Palais and Whistle to Wingman mode.
Removed Thera, Mills, Assembly, and Memento from all game modes.
Ancient Fixed some lighting errors.
Fixed some collision gaps.
Fixed some bad wall bang spots.
Fixed a stuck spot.
Italy Fixed some bad boost spots.
Mirage Fixed a pixel peek.
Overpass Visual updates to canals area and B-site.
Rework of heaven drop down mechanics.
Performance improvements, particularly in canals area and B-site.
Added a sign that blocks a bad line of sight from long boost to CT spawn.
Removed small fence at the edge of party/picnic that interfered with visibility to train station.
Removed some geometry under wrecked truck that looked like player legs.
Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
Deleted a tree that interfered with a line of sight.
Moved one of the crate lids on A-site to block a bad line of sight.
Removed some lamps that could look like player heads at A-site.
Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
Removed a chain link fence in alley that made players hard to see.
Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
Made shelf in heaven look less like a player.
Adjusted props and lights in heaven to reduce noise and make players brighter.
Removed handcart behind barrels at B-site so players can back into the corner.
Adjusted collision around barrels for better player movement.
Added light behind barrels for better player visibility.
Fixed weird collision on barrel that made for inconsistent wall bangs.
Fixed bad graffiti rendering at B-site.
Removed concrete block behind the cement bags at B-site for less awkward player movement.
Set many smaller props to exclude player movement and grenade bounces.
Fixed some pixel peeks.
Small visual updates throughout the map.
Shoots Performance improvements in some areas.

Counter-Strike 2 Update

Fixed a case mid-spray where lag compensation wasn't aware of the user's "Buffering to smooth over packet loss / jitter" setting.
Improved clock synchronization to better handle downstream jitter bursts.
Changed the method for measuring network quality to measure how much network is negatively impacting gameplay.
It now measures how often a tick is missed due to network loss or jitter.
Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers.
For more details see this article.
Prior to the Armory Update, the network quality readout in the telemetry HUD considered packets to be "bad" under two circumstances.
1.) If the packet was dropped.
2.) If the packet was delivered out-of-order and was not corrected at a relatively low layer in the network stack.
This was not a useful metric for two reasons.
First, it counted some misdelivery events as "bad" even though they did not negatively impact gameplay.
This was especially a problem for packet reordering.
Second, it was not counting as "bad" packets that arrived late due to network jitter and did negatively impact gameplay.
After debugging many instances of gameplay hitches with players, we determined that jitter was causing problems for many players, who believed (quite reasonably) that their network was working perfectly, since there was no packet loss.
In an attempt to let these players know that jitter might be the cause of the hitches, we changed the measurement method in the Armory Update on October 2, 2024.
Now, we counted a message as "bad" if it was lost, if packets arrived out of order in a way that could not be corrected, or if the packets experienced jitter above a threshold.
For players on a network connection with significant jitter, suddenly the network quality indicator became significantly worse.
Many players assumed that this meant that something had changed to introduce packet loss.
Unfortunately, this method of measuring quality was also flawed.
The Source 2 Engine automatically adds buffering to smooth over jitter.
For many players, these automatic adjustments are enough, and the indicator was counting jittered packets as "bad" even when there was not negative impact on gameplay.
Today's update changes the network quality readout to only measure network events that are negatively impacting gameplay.
See the FAQ for more details.

Counter-Strike 2 Update

Various adjustments to bullet hit feedback.
Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen.
Jumping in place on a sloped surface will no longer result in players sliding a short distance.
Fixed a bug where C4 could be defused from any height.
Fixes for IK logic to improve third-person feet posing, especially on slopes.
Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation.
Reduced animation-related network bandwidth usage.
Added more detailed matchmaking stats for players who try to find a match at off-peak times of day.
Activating an Armory Pass no longer grants the first Armory Credit immediately.
All 40 Armory Credits can be earned by playing and earning XP.
Office Fixed geometry in the problematic jumping corner.
Ancient Reworked collision on the staircase to A-main for better player movement.
Removed a tree that was creating a distracting shadow at A site.
Adjusted collision to better match visible geometry so that players can hug the walls more closely.
Fixed a few lighting bugs.
Reduced shadows to increase perf in some areas.
Fixed some spots in house where you could get stuck.
Fixed collision gap at the bottom of B ramp.
Fixed some disappearing mesh.
Nuke Fixed some lighting errors on lower graphics settings.
Anubis Fixed a gap in geometry.

Release Notes for 10/30/2024

Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office.
Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.

Release Notes for 10/29/2024

First-person inspect animation in Inventory and Loadout will now match in-game viewmodel settings and FOV.
Fixed a regression with smoke rendering from old demo files.
Fixed damage report to show correctly in Casual and Deathmatch game modes.
Added sv_jump_precision_enable so servers running certain custom game modes (e.g.
surf) can opt out of jump precision improvements.
Fixed "I have to go, my planet needs me."

Release Notes for 10/28/2024

Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0).
Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.
Improved consistency of successfully landing on surfaces very close to the maximum height of a jump.
Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height.
Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces.
Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place.
Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up.
Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (e.g.
when both right and left legs get hit).
HE grenade explosions within smoke now clear the accumulated smoke screen effect on players inside that smoke within range of the HE grenade explosion.
Stability improvements.
Dust II Fixed a gap in geometry.

Release Notes for 10/24/2024

Fixed a bug where grenades were generating headshot sounds.
Fixed a bug where grenades were not bouncing off certain dynamic props.
Fixed a bug where Copenhagen 2024 winners were not showing up in the Majors tab in the Watch menu.

Release Notes for 10/23/2024

Vertigo Fixed a bad collision interaction between grenades and a prop.
Fixed a wall bang exploit.
Mills Updated to the latest version from the Community Workshop (Update Notes).
Added localization strings for location callouts.
Fixed mouselook inconsistencies when game render dimensions are different from game window dimensions.
Fixed erroneous target aim punch animation during client-side shooting.
Fixed erroneous Zeus shock effect during client-side shooting.
Fixed a bug where Zeus headshots wouldn't emit the death yelp.
Prior Major results are now available in the Majors tab in the Watch menu.

Release Notes for 10/15/2024

Fixed mixed resolution rendering from erroneously resetting during map changes.
Fixed a known crash when compiling lighting in Counter-Strike 2 Workshop Tools.
Fixed detail normal UV scaling.
Fixed several biplanar mapping bugs, added support for nonuniform scale in biplanar mapping mode.
Added an option to apply albedo color correction to transmissive foliage textures, and adjusted the foliage shader for more accurate color correction.
Added a startup warning when the game is launched under low available system memory conditions or with a limited pagefile size.
These conditions may cause the game to be unstable or crash.
Various stability improvements.
Fixed UI checkboxes behaving inconsistently when depositing or extracting a large number of items into and from Storage Units.
Fixed a regression with loading animated Steam avatars, the cows are mooooving again.

Release Notes for 10/9/2024

Performance optimizations in hierarchies of unchanged entities.
Various stability improvements.
Mirage Fixed disappearing geometry in apartments.

Release Notes for 10/8/2024

Fixed certain particle effects, like tracers, to fall back to mixed resolution for better performance when using low graphics settings with MSAA disabled.
Improved lighting artifacts in various interior places when compiling maps.
Teammate colors will now be assigned on official servers as soon as all players press ACCEPT.
This will ensure that colors are correct during Pick/Ban phase, and during Warmup.
Improvements in Charms reactivity physics system to better align with weapon animations.

Release Notes for 10/4/2024

Adjusted the score calculation in Casual, Competitive, and Wingman to exclude knife and utility damage Fixed 3rd person weapon angles to fully incorporate recoil Fixed missing cascade shadows on some community maps Fixed the Armory weapon preview having extra models Network jitter graphs now have a number in the upper right hand corner that gives the scale of the graph Fixed some cases where shell casings could render as an error model Various stability fixes

Release Notes for 10/3/2024

Adjusted first-person sniper scope effect Fixed some dark spots in Inferno Fixed a bug where breakable objects weren't behaving as expected

Counter-Strike 2 update The Armory released with weapon charms

Valve released the latest major update to Counter-Strike 2 that brings with it more than 100 new items including weapon charms.
Read the full article here: https://www.gamingonlinux.com/2024/10/counter-strike-2-update-the-armory-released-with-weapon-charms

The Armory

Today's update introduces the Armory, all new Weapon Charms, and a whole lot more.
Click the image below for more details! The Armory

Release Notes for 10/2/2024

The Armory is now available in the store (https://store.steampowered.com/sale/armory) Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle Purchase and activate an Armory Pass to start earning Armory Credits Make progress toward credits whenever you earn XP with an active Armory Pass Redeem credits for items in the Armory Introducing Charms: dynamic items you can apply to your favorite weapons.
Currently available exclusively in the Armory Drag and drop Charms to precisely place them on the weapon of your choice.
A weapon can have one charm attached at a time Use a Charm Detachment to detach the Charm from a weapon.
The Charm will return to your inventory and can be reused Redeeming a Charm from the Armory grants three complimentary Charm Detachments.
Additional Charm Detachments are available for purchase All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends' Steam Inventory web pages can now be previewed on your own inventory items Removed ability to delete weapon cases from your inventory Added sticker scrape level selector when applying new stickers to weapons Added precise sticker wear level selector when scraping existing stickers on inventory weapons.
Any applied stickers can only increase their sticker scrape level Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping Added nametag module preview on the actual items when applying nametags Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout Customizing a base weapon that's currently equipped will now auto-equip the newly customized version Improved character posing when on large slopes Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean) Pin/unpin IK logic now not affected by poor server ping times Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations Fixed character's pose popping when falling off a ledge Fix for many cases where character's posing would subtly pop when traversing with slow moving weapons Flashbangs and HE grenades no longer prematurely detonate when they exceed their 'stuck bounce' limit Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen Fixed graphics artifacts for fire effect in the Advanced Video tab Fixed a bug where UI sounds wouldn't position correctly when in-game Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa Fixed an issue where ragdoll water splash sounds would erroneously play on alive players Fixed a case where voice chat didn't work on community servers Fixed a case where incoming voice chats would sometimes never close Added telemetry option to display graphs of network jitter and misdelivery Changed how packet misdelivery is measured.
Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay.
Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay.
The new measurement method will only count reordered packets as misdelivered if they impact gameplay.
Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order Ancient Fixed some disappearing geometry Fixed some cases where players could detect player movement through water from across the map Fixed some pixel peeks Fixed a case where player shadows could be seen through geometry Adjusted some clipping for better player movement Anubis Fixed some missing collision Nudged some geometry and clipping that were blocking grenade throws Improved clipping on some floors for more predictable grenade throws Fixed a pixel peek Adjusted clipping in a few areas for better player movement Dust2 Fixed some clipping at B site Italy Added to competitive matchmaking Fixed bird animations Mirage Fixed some C4 stuck spots Nuke Fixed a pixel walk Fixed some C4 stuck spots Fixed some gaps in geometry where items could get lost Fixed some disappearing geometry Overpass Adjusted some grenade clipping to prevent bad grenade bounces Added optional 3rd layer to environment blend shader Added biplanar mapping as an option for environment shaders Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled Added color correction, roughness, and normal adjustments to foliage shader and static overlays Removed support for command line options that were intended for development purposes only

Release Notes for 9/10/2024

Practice matches and matches started with the "map" command will now run in engine loopback mode to match the CS:GO offline default.
Engine loopback bypasses most networking code for the host, resulting in one less tick of latency for the local player.
Engine loopback can be disabled by appending "loopback=0" to the map command-line (e.g.
"map de_dust2 loopback=0").

Release Notes for 9/9/2024

Added counter-strafe input automation detection options for non-Valve servers.
See the sv_auto_cstrafe family of convar descriptions for details.
Enabled measurement of network jitter on direct UDP connections to community servers.
Previously, jitter measurement was only available for connections relayed over SDR.
Jitter data is included in the net_connections_status command output.

Release Notes for 9/3/2024

Fixed a case where some commands, including jump, might be ignored under poor network conditions.
Fixed a bug that could cause inconsistent jump heights.
Fixed a case where client player collision would remain disabled after ragdoll interaction occurred in the previous round.
Thanks for the repro steps, @poggu__.
Fixed a case for Linux users where the game would hang when opening the pause menu.

Release Notes for 8/22/2024

Fixed a case where the radar background and radar icons were misaligned

Release Notes for 8/21/2024

Office Fixed a case where a player could get stuck between a prop and the ceiling Nuke Fixed a pixel walk Fixed some C4 stuck spots Mirage Adjusted collision on van for smoother movement Fixed wall penetration issues around some arches Fixed a view jittering issue when jumping on a crate near palace Fixed some collision that allowed smoke grenades to go inside a wall Adjustments to grenade clipping Adjusted collision on some props Fixed some C4 stuck spots Inferno Fixed some C4 stuck spots Removed a boost spot in pit by A site Italy Perf improvements Clipping adjustments Vertigo Adjustments to grenade clipping Ancient Fixed a bad clip edge that players were getting stuck on at T spawn Fixed a pixel peak Anubis Adjustments to grenade clipping Fixed a C4 stuck spot Fixed some prop collision that could hide C4 Fixed some lighting issues Overpass Fixed some minor visual bugs near canal Some clipping adjustments near park for smoother movement Added some missing handrail collision

Release Notes for 8/20/2024

The MASTERMINDS 2 Music Kit Box is now available for purchase in standard and StatTrak versions Fixed a case where audio output was garbled due to running on efficiency CPU cores Minor style adjustments Reduced the amount of performance stutter at end-of-round time

Release Notes for 8/19/2024

Certain types of movement/shooting input automation such as hardware-assisted counter strafing will now be detected on Valve official servers, resulting in a kick from the match Input binds that include more than one of the following commands will now be ignored by default.
Support can be re-enabled using the cheat-protected convar `cl_allow_multi_input_binds 1` sprint, reload, attack, attack2, turnleft, turnright, turnup, turndown, forward, back, left, right, moveup, movedown, klook, use, jump, duck, strafe, zoom, yaw, pitch, forwardback, rightleft The jump-throw confirmation grunt sound can now be heard by other players nearby Initial testing of VacNet 3.0 has begun on a limited set of matches.
If you believe your match was incorrectly cancelled, email us the match details at csgoteamfeedback@valvesoftware.com

Side-stepping Skill

Counter-Strike is constantly evolving.
From art, to maps, to inventive plays, and even player input, the CS community shapes the game.
Scripting and automating player commands has always been contentious, but over the years some forms of scripting (e.g., jump-throws) have gained acceptance, as they enable plays that wouldn't otherwise be possible.
In fact, jump-throws became such an important part of the game that we've done the work to make them reliable without any special scripting or binds (i.e., by jumping and quickly throwing a grenade).
Developing one's coordination and reaction time has always been key to mastering Counter-Strike.
Recently, some hardware features have blurred the line between manual input and automation, so we've decided to draw a clear line on what is or isn't acceptable in Counter-Strike.
We are no longer going to allow automation (via scripting or hardware) that circumvent these core skills and, moving forward, (and initially--exclusively on Valve Official Servers) players suspected of automating multiple player actions from a single game input may be kicked from their match.
To prevent accidental infractions, in-game binds that include more than one movement and/or attack actions will no longer work (e.g., null-binds and jump-throw binds).
If you have a keyboard that includes an input-automation feature (e.g., "Snap Tap Mode"), be sure to disable the feature before you join a match in order to avoid any interruption to your matches.

Release Notes for 8/14/2024

Mills Updated to the latest version from the Community Workshop (Update Notes) Pool Day Updated to the latest version from the Community Workshop (Update Notes) Slightly delayed tagging effects to reduce instances of players experiencing teleportation when taking damage.
Delaying tagging results in a smoother experience, however players will have slightly more time to move at full speed when receiving damage.
The delay can be adjusted on servers using convar sv_predictable_damage_tag_ticks (default 2) Fixed a case where players could start the bomb plant animation outside of bomb sites Fixed a case where the revolver barrel would rotate erroneously Reduced initial loading times for the Settings and Play menus

Release Notes for 8/8/2024

In Casual game mode players will earn an additional XP score point for every round in which they dealt damage to enemies.
Added a server setting "sv_vote_to_changelevel_rndmin" to control rounds/time during which voting for a level change is allowed.
Official game servers in Casual game mode now allow voting for a level change only at the end of the match or during the first round of the match.
Official game servers in Deathmatch and Arms Race game modes now allow voting for a level change only at the end of the match or during the first minute of the match.
Restricted upward movement of a player when a teammate is boosted on their head.
Dead players are no longer allowed to pick up ground weapons.
Buy menu will automatically close if the switch team menu opens.
Rescuing a hostage now increments objectives counter in match stats.
Improved legibility of damage given and taken in post-round damage report.
Made spec target highlighting more pronounced.
Player names are now visible on mini scoreboard whenever the mini scoreboard is expanded.
Mills Updated to the latest version from the Community Workshop (Update Notes) Assembly Updated to the latest version from the Community Workshop (Update Notes)

Release Notes for 7/22/2024

Dust II Modified crate stack outside CT spawn towards bombsite A.
Nuke Clipping adjustments.
Assembly Updated to the latest version from the Community Workshop (Update Notes).
Memento Updated to the latest version from the Community Workshop (Update Notes).
Added official game servers in London.
Reduced fire effects penetration through thin walls.
Added 2024 Copenhagen Major trophies to player profiles.
Whitelisted cs_minimap_create_output_size setting for Counter-Strike 2 Workshop Tools.

Open Season

Last year we announced the broad strokes of new rules for professional Counter-Strike events, to take effect in 2025.
Today, we're filling in the details--click here to see the terms that will be added to Tournament Organizers' license agreements moving forward.
Counter-Strike is at its best when teams compete on a level playing field, and these new rules are part of our commitment to the long-term health of Counter-Strike as a sport.
Our goal is to ensure that professional Counter-Strike remains an open sport, where teams are only limited by their ability.
Although we expect that there will be some rough edges as we transition to the new requirements, we're excited to see what the future will bring.

Release Notes for 7/11/2024

Ancient Fixed clipping on crates at bombsite A to allow players to jump on top again.
Vertigo Fixed clipping on ends of bombsite A catwalk to prevent players from walking off.
Fixed occasional first-person camera jolt when throwing grenades.

Release Notes for 7/2/2024

Pool Day Updated to the latest version from the Community Workshop found here Dust 2 Fixed hole in brick stack on bombsite B Fixed bug preventing custom sounds from being played in community maps

Release Notes for 06/27/2024

Fixed a bug leading to excessive stuttering for some players Fixed case of radar background being incorrectly colored.

Release Notes for 06/26/2024

Pool Day Updated to the latest version from the Community Workshop (Update Notes) Added support to load the latest version of community maps from the Workshop when playing on community servers, even if different versions of the same maps are also available as part of official map groups Fixed G-Sync detection to also work in non-windowed fullscreen mode Fixed a case where US English keyboard layout could remain loaded for users with non-English keyboards Fixed an empty radio-command string which plays when planted C4 is within several seconds from detonation

Steam Game Recording Beta Now Available

Sharing your favorite CS2 moments just got a whole lot easier.
Introducing Game Recording, a new built-in Steam feature that lets you clip your clutch kills and ridiculous spray transfers with the click of a few buttons.
Game Recording saves your gameplay by recording in the background (or by pressing a hotkey), so you can play it back any time you want--even while you're still playing.
CS2 recordings will feature a timeline auto-filled with game-defined markers (like kills and deaths), but you can add your own markers at any time.
Want to join the Game Recording beta? Click the link below for more details! https://store.steampowered.com/sale/gamerecording

The Real MVP

Since the launch of CS2, community map mappers have been hard at work creating new experiences and updating some classics.
Today, we're excited to add the first community maps to CS2! The Real MVP For those of you who dream of Italian weddings, or airplane manufacture (or both!), we've got you covered.
Memento and Assembly are now available in Wingman.
The Real MVP And if you're in the mood for something a bit more...
chaotic, take a dip in the classic Pool Day, which is now available in Arms Race.
The Real MVP Finally, fight your way through the streets of Thera and Mills in Deathmatch and Casual, and put these maps through their paces in Competitive Matchmaking.
Speaking of Competitive Matchmaking, we've given map-based skill groups an overhaul.
In addition to redistributing players across the Skill Groups, we've also made it easier to earn those badges in the first place.
The Real MVP There are a bunch of other fixes and adjustments in today's update, including a brand new MVP panel (and animated MVPs in Premier!) and new ways to optimize your video settings.
Jump into a match and check it out!

Release Notes for 6/25/2024

Community Maps Added community maps Thera and Mills to Competitive, Casual, and Deathmatch map groups Added community maps Memento and Assembly to the Wingman map pool Added community map Pool Day to the Arms Race map poolNuke Fixed c4 stuck spots Ancient Fixed c4 stuck spots, holes in the world, and non-solids causing problems Vertigo Fixed c4 stuck spots and clipping Anubis Fixes for grenade collision and clipping Updated the MVP panel in all game modes Added all-new animated MVP panels to Premier matches Added several new MVP conditions and adjusted prior MVP rules In Competitive Matchmaking, per-map skill groups are now revealed after you earn two wins on a map.
Settings Recommendations Added a Settings Recommendation popup if your display's refresh rate is set below its maximum at startup.
Using your display's highest refresh rate is generally recommended.
Added a Settings Recommendation popup if NVIDIA G-Sync support is detected but not enabled at startup.
Using G-Sync is generally recommended if your system supports it.
Added a Settings Recommendation popup if NVIDIA G-Sync is enabled but not V-Sync and/or NVIDIA Reflex.
It is generally recommended to enable all three settings together when they are available.
Note that applying these settings will limit your frame rate to your display's refresh rate or slightly lower, which is usually the smoothest-looking and lowest input latency settings combination.
See https://help.steampowered.com/en/faqs/view/418E-7A04-B0DA-9032 for technical details.
Removed "Main Menu Background Scenery" and "Item Inspect Background Scenery" settings from the Video Settings page.
These settings are still available on the Main Menu and in the Item Inspect screens respectively.
The "Refresh Rate" setting now shows your display's current refresh rate in Windowed and Fullscreen Windowed modes.
Removed the "Laptop Power Savings" setting which has never actually been configurable in CS2.
Added a "Frame Pacing" section to the Advanced Video settings page.
Added an "NVIDIA G-Sync" row to the Frame Pacing section which tells you whether or not G-Sync is active with your current display settings.
This row may be hidden if you're using the Vulkan renderer or if you're not using an NVIDIA graphics card.
Added "Maximum FPS In Game" and "Maximum FPS In Menus" sliders to the Frame Pacing section.
These control the fps_max and fps_max_ui convars respectively.
Increased the default "Maximum FPS In Menus" setting from 120 FPS to 200 FPS.
The Advanced Video visual preview now uses the "In Game" maximum FPS instead of the "In Menus" maximum.

Release Notes for 6/20/2024

Fixed a case where the game would think a key was still pressed after it had been released More improvements to networking to account for packet loss and jitter

Release Notes for 6/13/2024

Added a "pips only" option to the "Show Team ID Through Walls" settings (cl_teamid_overhead_mode) Improved bomb interaction with water in Overpass Fixed a gap in Nuke on bombsite B Fixed lighting bugs in Main Menu Scenery maps Warehouse and Nuke Fixed a case where bots would teleport long distances when approaching ladders Various localization updates

Release Notes for 6/11/2024

Fixed a case where weapon animations would play incorrectly when inspecting while reloading.
In game voice chat - Eliminated most hitching caused by in-game voice chat.
Some users may still experience a hitch the first time they push-to-talk.
Streamlined Push to Talk - When enabled, this setting will avoid the hitch incurred the first time a player uses push to talk.
Improve connection quality in the presence of jitter or loss, by automatically adjusting user command pacing so that commands arrive at the server earlier.
Improved legibility of teammate health at lower resolutions

Release Notes for 6/10/2024

Fixed one-way visibility for players inside HE grenade explosions When equipment info is shown for players at the top of the HUD (e.g.
when spectating), their health bars expand to show numeric health values Reduced some hitches caused by HUD elements appearing Added a separate "Dynamic Shadows" Advanced Video setting with the options: "Sun Only" or "All" Added left hand to Bowie Knife view model

Release Notes for 6/4/2024

Fixed a case where scores weren't incrementing correctly in Deathmatch and Arms Race Fixed a case where players were able to clip their first-person camera through ceilings Fixed a case where the C4 could get stuck outside the playable area Various stability improvements

Release Notes for 5/29/2024

Fixed a bug where the console toggle key would stop working after a Premier pick/ban phase The game now continues accepting keyboard input while a scoreboard player card is open Joystick input is now ignored by default.
Joystick input is not an officially supported feature of CS2, but you can restore the old behavior with the -joy launch option Fixed player and bot names on the Team Select screen during bot takeover Fixed a bug where certain graphics configurations resulted in black weapon finishes Fixed an issue where the game client would never reconnect to Counter-Strike Network if launched while there was no connection to Steam Network Steam accounts that have an active account lock are no longer allowed to play on secure Counter-Strike game servers Fixed a bug where viewmodels would bob excessively on Linux

Release Notes for 5/24/2024

Fixed the appearance of Doppler, Gamma Doppler, and Marble Fade finishes Minor UI changes Vertigo: Clipped the wings of runboosters to B site in Wingman Blocked grenades through crane base at A site

Release Notes for 5/23/2024

Height of the 'pillar' of flame for both Molotov and Incendiary grenade now decreases over time Reduced the terrorist team award when bomb was planted but defused from $800 to $600, to decrease the impact of the first-round on subsequent rounds Reduced the price of the M4A4 from $3100 to $3000 Minor adjustments to first-person camera movement Added explicit "switchhandsleft" and "switchhandsright" console commands Deathmatch bonus weapons are now the same for all players regardless of loadout Incendiary Grenade Adjusted the explosion and flame visual treatment Reduced duration Reduced area covered by spreading flames Reduced price from $600 to $500 When players open a Kilowatt case with a key, they will have the option to rent the entire Kilowatt collection (i.e., every weapon in the case, excluding the rare special item) for a week instead of receiving an item from the collection Equipped rented weapons will be replaced with the stock version of the weapon when the rental period expires Rented weapons cannot be modified (e.g., via stickers or name tags), traded, or sold on the Steam Community Market Fixed a bug where the MVP player name displayed incorrectly during bot takeover Fixed a bug where the Refund All button in the Buy Menu would only refund a single flashbang grenade Fixed a bug where the ESC menu scoreboard during end-of-match didn't match the TAB scoreboard Fixed a bug where the Loss Bonus scoreboard tooltip would get stuck on-screen after closing the scoreboard Blocking stranger Steam avatars will now block other user-generated content such name tags and sticker placements Chickens have a few new animations Chickens can now walk up hills Chickens can now turn right while walking Various performance improvements to the Warehouse main menu and item inspect background scenery The demo playback timeline now show indicators for kill and death events Demo playback can be toggled into "highlight mode" which will show only kills and deaths for the active player Various minor demo playback UI changes Fixed a demo playback crash Vertigo: Added catwalk by bombsite A, connecting to back of A Removed connector between back of A and elevators Opened up passage between elevators and scaffolding Slightly tweaked size of bombsite A Tweaked spawn timings slightly Changed Wingman layout to feature bombsite A changes Baggage: Fixed movement hitch on lower conveyor Lowered height of central conveyor tray to help open sniper view Office: Fixed a case where a player could shoot through multiple walls Mirage: Fixed bad collision on certain props Fixed some sticky collision around windows in palace

Fire Sale

Today's update includes some love for the CT economy, with price cuts to the M4A4 and Incendiary grenade, and a bit less cash going to the T's when the bomb gets defused.
In addition to the price cut, the incendiary grenade has gotten a bit of a makeover with a new visual treatment for its explosion and flames, and reduced spread and duration.
And in other gameplay news, Vertigo's A-site has gotten some significant changes--it's now the site featured in Wingman matches, so check it out.
Fire Sale Calling all Kilowatt Collection fans! Now, when you open a Kilowatt case with a key, you'll be given the option to rent the whole collection for a week (excluding the rare special item) instead of keeping a single item.
You can play with the weapons as much as you like during that week, but they can't be modified by stickers or nametags.
Lots of other changes in today's update, including some quality of life improvements for demo playback, slightly smarter chickens, and a bit of spring cleaning--good news for fans of 'various bug fixes.' Jump into a match and see what's new!

Release Notes for 5/22/2024

Added support for AMD Anti-Lag 2.

Release Notes for 5/9/2024

Reduced the opacity of teammate names near the crosshair.
Made the death experience during bot takeover match the normal death experience.
Fixed several bugs with looping through bot takeover spectator targets.
Fixed several bugs with scoreboard buttons not working as designed.
Fixed a bug where the in-air kill feed icon didn't work with certain weapons (thanks aquaismissing).
Fixed a bug where the HUD would be offset after watching a demo (thanks again aquaismissing).

Release Notes for 5/7/2024

Fixed a visual bug where sniper rifle viewmodels could be visible at the edge of the scope screen overlay.
Fixed a bug that prevented HE grenade explosions from breaking the vents in de_nuke.
Fixed an issue where viewmodels would sometimes emit double shell eject effects.
Minor performance improvements

Release Notes for 5/2/2024

Fixed a crash related to the scoreboard

Release Notes for 5/1/2024

Fixed a bug where the game would stop taking keyboard input during the end-of-match map vote.
Fixed a bug where UI characters always had default gloves equipped.
Demo playback will pause at the end of a recording instead of returning to the main menu.
Minor demo playback optimizations.
Added arms race game mode for workshop map submissions

Release Notes for 4/30/2024

Grenade kills no longer display the "in-air" killfeed icon.
Fixed several cases where clicking on the buy menu or scoreboard would cause the game to stop taking keyboard input.
Fixed too many usercommands being processed when skipping forward in demos.
This reduces the skip time by as much as 80%.
Added console output that may be helpful for advanced users to diagnose performance problems.
When a very long frame occurs, a brief profile of the frame is printed.
At the end of a match, a summary is printed.

Release Notes for 4/26/2024

Fixed a bug where grenade throw animations would get stuck when switching hands.
Fixed a bug where the same grenade type couldn't be thrown multiple times without switching to another weapon first.
Fixed a bug that allowed picking up grenades beyond the normal maximum.
Fixed a bug where smoke grenades would sometimes appear lit as if a flashbang detonated inside them.
Fixed a spot in Dust 2 above mid doors where grenades would fall through the world.
Fixed a spot in Inferno where weapons could fall through the world.

Lefties unite! Counter-Strike 2 now lets you swap hands

All you Lefties out there can finally get properly represented, in Counter-Strike 2 that is, as there's now the ability to swap your weapons into the other hand.
Read the full article here: https://www.gamingonlinux.com/2024/04/lefties-unite-counter-strike-2-now-lets-you-swap-hands

On The Other Hand...

Today's update includes a bunch of quality-of-life improvements that touch upon every part of the game, from maps to UI to gameplay.
A few highlights are below, but check out the release notes to see what's new! Lefties rejoice! Players can now redeploy their weapons, swapping between the left and right hand.
You can set your preferred handedness in the settings menu and then switch hands temporarily mid-round with a key press (H on US Keyboards by default).
On The Other Hand... The buy menu has a few new tricks.
To help you decide whether to buy or save, the top right of the buy menu now features the minimum amount of money you're guaranteed to have next round (thanks Kadomos).
And at the bottom you'll find the new 'Dropped Weapons' panel, where you can see (and directly pick up) any weapons that you or teammates have dropped in the buy zone.
There are several more HUD/UI changes in today's update.
For those of you who have memorized a library of grenade line-ups, a line-up reticle will appear shortly after you pull the pin (you can even customize the delay for each grenade type).
And if you've had trouble navigating through smoke, set a Radar Map Alternate Zoom and add a Toggle Radar Zoom key binding, which will let you switch between zoom levels during a round.
On The Other Hand... We've updated the Active Duty map pool (for both Premier and competitions), removing Overpass and bringing back Dust II.
And there are changes to many other maps, including significant changes to Inferno.
Jump right into a match and see what's new, or practice with your friends--practice matches and workshop maps can now be launched with members of your party.

Release Notes for 4/25/2024

Adjusted viewmodel bob movement Added "Preferred Viewmodel Left/Right Handedness" setting Added "Switch Viewmodel Left/Right Hand" key binding (default: US keyboard letter H) to switch hands temporarily during gameplay Viewmodel position setting and left/right hand state are now networked and visible to first-person spectators.
Deprecated "Couch" viewmodel position setting Added "Radar Map Alternate Zoom" setting and "Toggle Radar Zoom" key binding to toggle between zoom levels during gameplay Added a radar icon for the local player when free cam spectating Added a grenade line-up reticle that appears shortly after pulling the pin.
The timing can be configured for each grenade type independently Changed weapon Swap text (when pointing at a dropped weapon) to always show the gameplay name of the weapon instead of any customized name it might have.
Added a kill feed icon for "in-air" kills Added the scoreboard to the ESC menu Added an icon to indicate bots on the scoreboard Added a "Dropped Weapons" panel, which shows (and allows the direct pickup of) weapons that have been dropped by teammates that are standing in the buy zone Added the minimum amount of money that a player is guaranteed to have in the next round to the buy menu title bar.
(thanks, Kadomos) Increased Zeus movement speed and adjusted the attack cone Increased Zeus kill reward from $0 to $100 ($50 in Casual) Increased CZ75-Auto kill reward from $100 to $300 ($150 in Casual) Reduced XM1014 kill reward from $900 to $600 ($300 in Casual) Lighting adjustments in Inspect background maps Added Wear Category to the info tooltip in the Inspect screen Added gameplay name in panels that used to only show customized name.
E.g., Inspect screen, inventory tile Replaced Overpass with Dust 2 in the Active Duty Group, current competition map pool, and Premier matchmaking Baggage Opened roll-up doors at spawns Updated models for some conveyors Solidified stairs Various bug fixes Inferno: Removed overhanging building at top mid Removed overhangs at bottom of banana Various map tweaks to improve player collision and readability Overpass, Nuke, Vertigo, Mirage and Office Bug and exploit fixes Collision and line of sight adjustments Minor performance improvements AK-47 | Inheritance: Texture and mask adjustments USP-S | Jawbreaker: Corrected ambient occlusion texture Decoupled demo playback camera movement from playback speed.
This allows moving the camera even if playback is paused Added ability to launch practice matches and workshop maps with party members Added Overwatch system to enable match demo review by trusted partners Copenhagen 2024 Major sticker capsules are on sale now -75% off Added ability to adjust brightness in windowed modes

Release Notes for 4/16/2024

Fixed a bug where bomb can sometimes disappear from the radar Allow scraping or removing stickers by selecting the sticker icons under the weapon Allow deleting empty storage units that have an assigned label Fixed Workshop tools from crashing when compiling maps that contain instances

Release Notes for 4/2/2024

Congratulations to Natus Vincere for winning the PGL Copenhagen Major! The Copenhagen 2024 Champions Autograph Capsule is now available for purchase in the Copenhagen 2024 Major Hub Fixed several cases of sticky collisions when jumping against surfaces Fixed another threading bug that could lead to a frame rate hitch, especially if all CPUs were busy Purchased and traded Counter-Strike items will not be visible to other users who view your Steam Inventory for 10 days

Copenhagen Major Champions

Copenhagen Major Champions Congratulations to Natus Vincere, the first CS2 Major Champions! Playing in front of a sold-out arena and with over 1.8 million viewers watching around the world, NAVI and FaZe met in the Grand Final of one of the most hotly-contested Counter-Strike Majors of all time.
Trading map wins in Ancient and Mirage, the teams moved to Inferno for the decider.
There, b1t, jL, Aleksib, iM, and w0nderful put on a dominating performance to earn the trophy and title of Major Champions.
To celebrate their achievement, the Copenhagen 2024 Major Champions Capsule is now available for purchase.
The capsule features autographs for each member of the winning team in paper, glitter, holo, and gold.
50% of the proceeds go to the players and organizations.
And with that, the Copenhagen Major has come to a close.
See you next time in Shanghai!

Championship Sunday in Copenhagen

Championship Sunday in Copenhagen The Semifinals of the Copenhagen Major featured four titans of Counter-Strike; FaZe Clan versus Team Vitality and Natus Vincere versus G2 Esports.
And the Semifinalists delivered! Both matchups required all three maps to determine a winner, and when the dust settled FaZe Clan and Natus Vincere were left standing.
They will go head-to-head in the Grand Finals of Counter-Strike 2’s first Major Championship.
Championship Sunday begins with the Showmatch, beginning at 18:15 CET.
The Grand Finals begin at 20:00 CET.
As the Major comes to a close there’s still time to support your favorite teams and players.
Tournament items are available in-game, with 50% of the proceeds going to the players, teams, and organizations participating in the PGL Copenhagen Major.
See you Sunday!

Copenhagen Playoffs and Pick’Ems

Copenhagen Playoffs and Pick’Ems The Elimination Stage of the PGL Copenhagen Major has concluded, leaving eight teams to compete for Counter-Strike 2’s first Major Championship.
Congratulations to Team Spirit and MOUZ who advanced unbeaten, finishing with a perfect 3-0 record.
Eternal Fire, Cloud9, and Team Vitality each went 3-1, and Natus Vincere, G2 Esports, and FaZe Clan went the distance, needing all five matches to advance with 3-2 records.
Playoff matches begin Thursday, March 28th from Royal Arena in Copenhagen, Denmark.
Predictions for the Pick’Em Challenge are due before the first Playoff match begins, so lock in your picks now! And don’t forget, team and player stickers are available now, with 50% of the proceeds going to the players, teams, and organizations participating in the PGL Copenhagen Major.
Good luck and have fun!

PGL Copenhagen 2024: Stickers!

The opening stage of the PGL Copenhagen Major has come to a close and storylines are rapidly developing.
New rosters are rising to the occasion.
Seasoned teams are reaching peak form at the perfect time.
Asia and the Americas have come roaring back to life.
Who will reach the playoffs? Tune in to the Elimination stage and find out! PGL Copenhagen 2024: Stickers! If you've been looking for a way to show your support for your favorite teams, now is your chance.
Team and Player Autograph sticker capsules are now available for purchase in the Copenhagen Major hub.
You'll find all of the players and teams at the Major, split into capsules featuring paper, glitter, holo, and gold stickers.
50% of the proceeds go to the players and organizations participating in the Major.
For those of you playing the Pick'Em Challenge, don't forget to set your picks before the first Elimination stage matches!

Release Notes for 3/19/2024

Elimination Stage Pick'Em Challenge is now active with 13 qualified teams (three more teams will qualify tomorrow).
Elimination Stage picks can be updated and saved all the way until the first Elimination Stage matches begin Added a reminder for players who purchased their Copenhagen 2024 Viewer Pass that the pass must be activated in order to become eligible for the Copenhagen 2024 Coin Challenges Added a checkbox to show final Swiss standings in the Major Hub Added ability to preview souvenir packages from the Major Hub Various UI improvements in Copenhagen 2024 Major Hub Fixed a case when C4 could fall through the floor if dropped while planting Added a popup confirmation before launching Training Day from the Play menu

Release Notes for 3/13/2024

The Copenhagen Major Hub is now available.
Visit the hub to purchase tournament items, play the Pick'Em Challenge and more.
Purchase a Copenhagen 2024 Viewer Pass to receive an upgradable Copenhagen 2024 Coin.
With an active pass, you can upgrade your coin and earn extra souvenir packages by playing the Pick'Em Challenge.
Additionally, you will show up on the Active Pass Leaderboard where you can compare your Pick'Em Challenge performance to your friends.
All players with Prime status can place Pick'Em picks for free! However, to complete challenges and earn rewards from an event stage, you will have to activate a Viewer Pass before that stage begins.
Adjusted molotov fire to address a case where a player who could see through fire could not be seen by their opponent.

PGL Copenhagen 2024

In December, hundreds of teams from around the world began their long journey to the first Counter-Strike 2 Major.
Fighting through open, closed, and regional qualifiers--now only 24 remain.
Tune in to the PGL Copenhagen Major on March 17th and watch the best Counter-Strike teams in the world battle for the title of Major Champion! PGL Copenhagen 2024 Today we're shipping the all-new Copenhagen Major Hub, where you can find the Pick'Em Challenge, the Copenhagen 2024 Viewer Pass, Souvenirs, and (coming soon) Team and Player stickers.
50% of the proceeds from tournament items are shared with players and organizations.
Playing the Pick'Em Challenge with an active pass will give you a chance to upgrade your Copenhagen 2024 Coin and earn extra Souvenir Packages.
You'll also show up on the Active Pass Leaderboard, where you can compare your Pick'Em Challenge performance to your friends.
PGL Copenhagen 2024 In the past, you needed an active pass to play the Pick'Em game.
No more! Now, everyone with Prime status can place their picks for free.
However, to complete challenges and earn rewards from each event stage, you'll have to activate your pass before the stage begins.
So place your picks and get ready to cheer for your favorite teams.
The PGL Copenhagen 2024 Major is almost here!

Release Note for 3/8/2024

Fixed a threading bug that could lead to a frame rate hitch, especially if all CPUs were busy.

Release Notes for 2/28/2024

Spawn position is no longer randomly determined when a player reconnects to a server during freeze time.
The spawn point sequence is now configured at the beginning of the map and is saved/restored from round backup files In official matchmaking servers, players who disconnect and reconnect during freeze time will respawn in the spawn point they were assigned at the beginning of the round On community servers, players who disconnect and reconnect during freeze time will be assigned one of the five spawn positions assigned to the team that round When restoring from round backup files (which is recommended in tournament settings after disconnects/reconnects), players will spawn in the positions they were originally assigned at the beginning of that round Fixed a bug where players would see a black screen after disconnecting and reconnecting multiple times during a technical timeout Fixed a bug where players disconnecting and reconnecting to a competitive match would incorrectly interact with bot spawning algorithm Fixed some cases where MVP music would not play or would play over round end music Fixed a bug in Deathmatch where kills during warmup would count towards healthshot reward and Zeus score bonus Fixed players jumping higher than normal when toggling low framerate Fixed an instance of weapon switches sometimes being ignored by the server Fixed smoke shadow rendering issues and improvements to perf Fixed a bug where the game would crash on Linux while alt-tabbing Fixed some cases where a frame rate hitch would occur due to compiling shaders Improved behavior when user input does not arrive on the server in time due to packet loss or client frame rate issues Adjusted various music kit cues in NIGHTMODE Music Kit box (ISOxo, Knock2, and TWERL and Ekko & Sidetrack) Fixed a case where some players in North America would always fail to accept a match on a server in Europe due to SDR choosing an invalid route Players who get kicked from official competitive servers for too many suicides will now be issued a competitive cooldown Adjusted the logic tracking player idle state to exclude round freezetime and timeout periods Chickens no longer interact with dropped weapons Sniper scope overlay no longer appears in tool viewports (such as Hammer) Adjusted spawn location priorities for Premier and Competitive game modes in Anubis, Inferno, Mirage, Nuke, Overpass, and Vertigo.
Inferno Fixed community reported gaps in map and Trike model Raised plywood at top of Banana to cover head visibility Smoothed ground movement in Banana and Bombsite A Raised Arch exit towards Mid (or "Raised arch in Arch") Removed bench at Arch near Library Removed construction cone at Underpass Fix lightmaps being capped at 4k resolution in CS2 Workshop Tools Updated sticker inspect to support wear in 0.1 increments to match sticker scraping Added roughness texture to foil stickers in the Item Editor Updated help system for new sticker features

Release Notes for 2/16/2024

50% throw-strength grenades are now guaranteed if both attack buttons are held long enough then released within a short time from each other Fixed in-game bot avatar images not reloading correctly after pause menu was opened Fixed behaviour of previous round button during demo playback Fixed inability to clear a button binding in game settings Improved performance of telemetry display HUD element Normalized volume of NIGHTMODE music kits Stability improvements

Release Notes for 2/15/2024

Fix for animations when climbing ladders Fix for menu agents wielding tasers Fix for Kukri knife hold animation during team intro sequence spec_lock_to_accountid and spec_lock_to_current_player commands are now available for casters/observers spec_player and spec_goto now works in CSTV and demo playback tv_secure_bypass server setting now allows connecting HLAE observers to VAC secure CSTV servers In Deathmatch, the Zeus can be bought each life and will rebuy if not in random weapon mode In Deathmatch, getting a second Zeus kill in the same life will earn double points mp_modify_timeouts server-side command allows adding/subtracting a tactical timeout from CT/T team if backup file is restored or a team incorrectly took a tactical timeout instead of a technical timeout Start of warmup and end of warmup will now produce a log message in the game server log Reported damage no longer has a rounding error when reported in the game server log Improved viewmodel animation smoothness when client framerates get low or unstable Fixed issues with implementation of scancode-based key bindings.
Bindings are now independent of input locales.
Added performance diagnostic HUD element that can be configured in Game Settings menu ("Telemetry") Deleted cq_netgraph and cq_netgraph_problem_show_auto.
Instead, use cl_hud_telemetry_serverrecvmargin_graph_show.
Fix for sometimes failing to connect to a local practice server without Steam connectivity Fixed a bug with Skill Group animation at the end of competitive matches Fixed sniper scope performance hitch and adjusted visual treatment.
Various performance improvements Vertigo: Fixed grenade clipping around AC unit at B-site Fixed clipping of pillar at T-Start that would potentially allow bomb to be thrown into unreachable area Nuke: Adjusted clipping around Vents entrance to prevent players' feet clipping through the vent geo Improved collision of sliding door meshes at Ramp Anubis: Added and removed a ladder near boost spot by T spawn Fixed a couple of spots where bomb could be thrown out of the map Overpass: Clipping improvements Fixed some disappearing mesh

Release Notes for 2/12/2024

Reconnecting to the game server will no longer get a player into a bad state.
Improved VOIP performance when running the game at very high framerates.
Fixed timings for some events in demo files representing start of the round.
Fixed ring artifacts that could appear on smoke particles.
Fixed some lobby teammates standing offscreen when the main menu scenery was set to Warehouse map.
Fixed storage units sometimes having a very small icon in inventory view.
Fixed a regression in items shuffling when matchmaking for Premier, Competitive, or Wingman.
Fixed spectator kill streak effects playing when switching to a player with 5 kills.
Fixed a regression with Butterfly Knife inspect sounds.
Added a catch sound for Kukri knife draw animation.
Fixed Zeus tracer appearing to pass through players.

Release Notes for 2/8/2024 Night

Fixed a bug where some inputs were acting as if they were released prematurely

Release Notes for 2/8/2024

Fixed a bug where an extra kill with a shotgun before the knife level counted as the winning knife kill Adjusted visibility of player silhouettes in smoke Fixed a bug where enemies were visible on the radar when viewed through a combination of smoke and translucent surfaces such as glass Various bug fixes and tweaks to inspect animations Fixed a bug where doors spun the wrong way on several maps Nuke: Fixed vis regressions Ancient: Fixed pixel gap looking into bombsite B from T Side Anubis: Fixed potential spot where bomb could be thrown into an unreachable area at T Spawn Enabled collision on ledge meshes at Sniper's Nest to prevent dropped weapons clipping through them Mirage: Fixed collision in Palace where bomb could be thrown into an unreachable area Fixed a bug where certain keys not found on US keyboards (such as the backslash key on UK keyboards) couldn't be bound Fixed an issue preventing some older demos from playing back Various crash fixes

Release Notes for 2/7/2024

Fixed a bug where AMD graphics users couldn't move stickers Stickers with custom offsets will now render properly when inspecting other items in-game from Steam Community Market and Steam Inventory Various bug fixes and tweaks Fixed a performance bug with certain microphone setups cl_interp can no longer be changed directly.
Some players had scripts that were setting this to a large value, leading to very bad rubber-banding.
The interpolation amount can be adjusted through the "Buffering to smooth over packet loss" setting instead Fixed a bug with the Kukri knife inspect animation Fixed a bug where a player holding an incendiary grenade would sometimes show fire effects at their feet Removed XP Overload icon from the kill feed The swap weapon prompt will now show the weapon/finish name rather than the custom name Fixed a bug with switching background maps while inspecting gloves Vertigo: Fixed a gap in world geometry at Crane Fixed a bug with keyboard input from non-English keyboard layouts Various crash fixes

Release Notes for 2/6/2024

Added Arms Race to available game modes Added maps "Baggage" and "Shoots" Introducing the Kilowatt Case, featuring 17 community-designed weapon finishes, and the Kukri Knife with original finishes as a rare special item Various bug fixes and tweaks The Ambush Sticker Capsule is now available for purchase Added support for flexible sticker placement.
Stickers can now be placed at user-specified positions and rotation when applied to weapons All weapons now support up to five stickers Added a zoom feature during sticker placement to allow for higher precision sticker application Various bug fixes and tweaks The NIGHTMODE Music Kit Box is now available for purchase in standard and StatTrak versions Made Zeus reusable in all game modes, after a 30 second recharge delay Added support for applying stickers and name tags to the Zeus Adjusted the Zeus first person model position Added Zeus kill icon to kill cards and post round damage report Smokes now cast shadows Rendering and animation have been improved Added a "Refund All" button to the buy menu Added a setting to disable first person bullet tracers Silencers can now always be reattached regardless of whether detaching them is enabled or not Player pings are no longer blocked by invisible geometry Various adjustments to sub-tick shooting Fixed several cases where players could silently drop down vertical surfaces Improved smoothness of sliding along surfaces Fixed an issue where collisions between players were jittery To ensure loadouts are correct at the beginning of matches, loadout changes are no longer allowed while searching for Premier, Competitive, or Wingman Added the option to select an audio input device for VOIP from the audio settings menu Added the option to change your microphone threshold (the minimum loudness before we start transmitting audio) from the audio options menu, as well as metering for your current mic loudness Added the option to listen to your own microphone from the audio settings menu to hear how you sound Replaced the M249 fire sound effect Replaced the Zeus charging, charge not available and charge ready states sound effects Further reduced occlusion effects Minor mix adjustments Fixed an issue where some player-centric sounds were being perceived as originating from slightly behind the player Reduced peeker's advantage in many cases The amount of peeker's advantage in the steady state is reduced by 16ms Also reduced the frequency of situations that lead to very large peeker's advantage due to excessive command queue depth Added cl_ticktiming console command that prints a report breaking down the various sources of latency Added an option to buffer server updates and user commands by one or more packets.
This can be used to smooth over stuttering due to packet loss, at the expense of increased latency Added support for separate main menu and item inspect background map settings Added "Baggage" and "Warehouse" as options for the main menu and item inspect background maps In-game team-only chat will now be prefixed with the team (e.g., "" or "") Added 'XP Overload' status which is awarded to players who have earned all of their normal XP during the week (11,166 XP) and reached reduced XP gain.
XP Overload status is attached to players' names in scoreboard, main menu, death notices, etc.
XP Overload status is awarded for a minimum of one week.
Additional tiers of XP Overload status can be unlocked by earning all of the normal XP over multiple consecutive weeks Agents with unique end-of-match cheer animations now have unique defeat animations as well.
You can disable playing defeat animations for the local player in settings Added more accolades to end-of-match Adjusted the range of CS Ratings allowed to party together in Premier matchmaking Fixed a case where high-DPI mice would result in jittery mouse movement Minor improvements to animations during demo playback Disabled rich presence update when running Steam Client in tournament mode Inferno: Fixed various gaps and adjusted grenade collision to make grenade bounces more predictable Adjusted texture blending to improve player visibility Ancient: Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable Anubis: Fixed holes in world at Lower Tunnel Fixed collision on all pillars so players can no longer pixel boost Fixed collision so utility does not fall out of world on top of structure at T Start Fixed missing collision on steps at Street which would allow dropped weapons to fall out of world Improved vis at CT spawn Fixed invisible boost ledge at Bombsite B Fixed various gaps in the world Fixed missing collision on stair geo at CT spawn that allowed weapons/bomb to fall out of world Fixed missing collision at Fountain that allowed weapons/bomb to fall out of world Fixed some doors not generating bullet decals Fixed vis issue at Street Overpass: Fixed some collision that was causing unpredictable player movement Mirage: Added collision to prevent bomb becoming unreachable Adjusted some collision to prevent a ledge/pixel walk Fixed player getting stuck when strafing on Middle Ramp by simplifying geo of floor and wall Removed a clip brush from Apartments to improve flash lineups Nuke: Built some collision to prevent bomb from getting stuck behind barrels Fixed some disappearing mesh.
Fixed dynamic shadow clipping on characters at Vending Improved clipping in vents Fixed bombsite water to have better reflections on low settings Fixed vis issue at t-spawn Fixed collision on ramp in Bombsite B Fixed holes in world Vertigo: Fixed holes in world and other minor geometry bugs Italy: Adjusted some collision to prevent players getting stuck in apartment Office: Fixed a case where players could jump on a wall, fixed a case where players could get stuck if they crouched

A Call to Arms

A Call to Arms Arms Race has returned! Grab your guns and brace yourself for a chaotic race to the top.
Get two kills with each weapon to reach the final stage, or steal your opponents’ progress with your knife (or now with the Zeus)! Work your way up to the knife stage and earn the final kill to secure the win.
There's a lot more shipping today, from custom sticker placement to new content to gameplay updates.
Click here to learn more!

Release Notes for 1/18/2024

Vertigo: Fixed a gap in geometry

Release Notes for 1/4/2024

Fixed cases where there was a visible delay loading map images in the Play menu Fixed a bug where items that can't be equipped were visible in the Loadout menu Fixed a bug where loadout items couldn't be unequipped Fixed a bug where loadout changes weren't saved if the game was quit shortly after making changes Fixed a bug where loadout changes on the main menu character were delayed Fixed some visual issues with demo playback Fixed an issue where animations would not play back correctly in a CSTV broadcast Adjusted wear values of some community stickers to better match CS:GO Ancient: Added simplified grenade collisions to corner trims and central pillar on B site Anubis: Adjusted clipping at A site steps between Walkway and Heaven

Release Note for 12/21/2023

Fixed a case where players could refund a grenade for a brief period after it was thrown

Release Notes for 12/18/23

Fixed cases where weapons and C4 could fall through the ground Various bugfixes for stickers, weapon finishes, and gloves Fixed inconsistent behavior with triggers when crouching in workshop maps Italy, Nuke, Mirage, Inferno Changed some player collision surface types Inferno Fixed various gaps

2024 Service Medal

2024 Service Medal Celebrate your time in CS2 with the all-new 2024 Service Medal, available starting January 1st! To get your service medal, earn XP by playing in official game modes and rank up your CS2 Profile.
When you reach Global General (Rank 40), you'll have the option to reset your Profile Rank and earn (or upgrade) a 2024 Service Medal.
The medal is an inspectable display item you can show off wherever your avatar is shown.

Release Notes for 12/13/23

Added shell eject effects for shotguns Dropped weapons caused by buy menu purchasing are now dropped below the buyer Added all-new 2024 Service Medal which will be available starting January 1st Fixed an issue that prevented some older demos from playing back Fixed multiple exploits that allowed adding non-text data into UI labels Added the ability to add a Friend by using their friend code Added a lister for multiple lobby invites Adjusted wear values of some community stickers to better match CS:GO Overpass Adjusted clipping to remove exploitable ledges and improve player movement Fixed metal railing props that were generating incorrect footstep sounds Adjusted positions of props and ledges to more accurately match falling damage from CS:GO Fixed some places where players could get stuck Adjusted some props and materials to improve character readability Fixed some cases where weapons could be accidently dropped out of reach Made some adjustments to props that were creating exploitable lines of sight Various lighting and material adjustments Ancient Adjusted grenade clipping volume at cave entrance

Release Notes for 12/7/2023

Fixed a bug where explicit weapon switches right after grenade throws were delayed slightly Inferno: Fixed a bug where you could plant C4 in planter

Release Notes for 12/6/2023

Fixed an issue where the player's shadow would sometimes show the incorrect animation state Weapon switching after releasing the fire button(s) will no longer cancel grenade throws (but round restart will) Various animation system optimizations Various minor bug fixes to demo playback Fixed a bug where starting pistols weren't showing in the Pistols tab of the Equipment view Fixed an issue where silencers would not be shown on weapons when held by characters in the UI Mirage: Fixed a gap under the door at Middle Anubis: Added a grenade clip to the wall at Bridge Vertigo: Changed the collision properties on railings to emit the correct footstep sounds Nuke: Fix for the sun material not blooming and adjusted the size of the material Cleaned up redundant skins on metal_door models to prevent workshop mappers hitting fatal errors for missing assets Fixed a visibility bug at Garage when looking towards Hell Changed the collision properties on railings to emit the correct footstep sounds Inferno: Changed the collision properties on railings to emit the correct footstep sounds Fixed an issue where some chimney models would disappear in the skybox Dust2: Changed the collision properties on railings to emit the correct footstep sounds

Release Notes for 12/4/2023

Fixed a bug where grenade throw strength adjustments were sometimes delayed Fixed a bug where attempting to switch to a grenade immediately after throwing it would cancel the throw You can now get an intermediate strength grenade throw without a delay by pressing primary and secondary attack simultaneously Fixed several cases of players sticking while sliding against geometry Player pings will now be displayed in the player's color Fixed "Ace Round MVP" calculation bug when teams had a different number of players Fixed shorthanded bonus logic sometimes incorrectly accounting for kicked players

Release Notes for 11/30/2023

Sub-tick timing improvements to various systems including grenade throw animations and revolver firing Added a missing fire effect to molotovs that are held by players Reduced the amount that player characters will rotate their torso away from leg orientation Improved hit reactions Made jump animations directional Improved character posing when aiming up and down Improved foot placement and posing when running Reduced animation posing when deploying The timing of a players flashbanged posing now more accurately represents the player's ability to see Fixed issue with Shadow Daggers playing catch sound during looping inspect animation Further refined falloff distance curves and volume of grenade bounces Lowered volume of deathmatch bonus period ending Lowered volume of lobby chat notification sound Fixed missing water drip console errors in Office Increased audible distance of breaking glass window sounds Fixed an issue where sometimes a Sabre agent would say hostage related lines when cheering Adjusted wear values of most tournament stickers and many other stickers to better match CS:GO Changed handling of non-default console key bindings to match CS:GO behavior Nuke: Fixed cubemap issue at Lobby Fixed hole at B-site Fixed some holes at Ramp Room Fixed glass floor material at B-Site not having impact effects Fixed up footstep sounds on hazard stripes Attempt to fix light leaking through base of doors at B-site Brightened red interior walls to help with agent vis Fixed pixel boost on chainlink fence outside Fix shadows leaking through double doors at B-site Made cubemap transitions smoother in some places at b-site Mirage: Fixed clipping on van at Truck Clipped fridge in Apartments to prevent player becoming stuck Adjusted bombsite A size and added visual boundaries Fixed collision on Scaffolding to provide smooth movement Fixed geometry and clipping outside Sniper's Nest to prevent pixel walking Office: Improved clipping around desks at t-spawn Improved clipping on crates at Back Courtyard Re-added collision to handrails Vertigo: Extended staircase and added grenade clip to stairs at near t-spawn to prevent grenades becoming wedged in gap Fixed clipping on crate at mid Fixed clipping on scaffold at back of A Fixed clipping on scaffold at T-start Fixed vis bug at A-ramp looking toward Bridge Fixed grenade clip on support beam at A-ramp Plugged Holes in insulation foam roll model Anubis: Fixed hole under pillar at A-site Fixed clipping above walkway stairs in Palace Closed up multiple microgaps throughout the map Fixed some clipping on pillar at A-site Fixed clipping on doorway at b-site Plugged some micro holes Fixed gap between two clip brushes that allowed bomb to be thrown on top of building Fixed slight wall gap that allowed sniping into bombsite A Fixed clipping on doorway at b-site Ancient: Fixed various gaps in the world Fixed various texture seams Closed gap that looks into Jaguar area Adjusted clipping along fence near A-site Adjusted clipping around tree base on A-site boost Adjusted position of stone near B-site that player could crouch in Added clipping to the top of the map to help minimize player exploits

Release Notes for 11/20/2023

Fixed silencer attach and detach animations Fixed a bug that prevented refunding the Bizon Fixed a bug where players could respawn into a bad state during reconnect Fixed a bug where ramps were not correctly reducing fall damage Fixed a case where sub-tick movement timestamps were temporarily incorrect after changing host_timescale Various fixes and improvements to de_ancient

Release Notes for 11/17/2023

Fixed a few minor sub-tick input bugs Fixed a bug with first person animation in bot takeover Fixed a bug where dropped/thrown weapons had too much velocity Fixed a case where players could push their view through low ceilings Fixed an exploit that would allow players to teleport de_overpass: Various tweaks and bug fixes de_anubis: Fixed potential pixel gap exploit at A-site and plugged hole near t-spawn where bomb could be thrown out of world

Release Notes for 11/16/2023

More sub-tick visual and audio feedback improvements Reduced sniper scope bob animation magnitude and frequency Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle Fixed a case where grenade throws weren't registering on the server Thrown grenades no longer prematurely detonate if thrown while intersecting a teammate Players can no longer mitigate fall damage by defusing the bomb Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward When a network interruption is detected by official game servers, the affected match will be cancelled Added unique sounds for running and jumping on metal railings and poles Fixed a bug that occurred when interrupting the CZ75a deploy with inspect Fixed the inspect and other animations for the Shadow Daggers Fixed a 'broken wrist' animation with the Survival Knife Adjusted the Mac10 first person animation to include strap and bolt movement Fixed AWP and SSG firing animation/inspect behavior while zoomed in Fixed a case where the Deagle slide would fail to reset on round restart The Revolver barrel now incrementally rotates for each shot Fixed some animation issues with weapons placed in community maps Fixed cases where the C4 light would not blink when held or holstered by players Fixed some cases where the player's shadow would show an incorrect pose Fixed a bug where bot_knives_only didn't work for T's Fixed some visual issues with demo playback Improved performance of screen particle effects Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice Text from blocked players will no longer be visible in the premier pregame chat Players frozen by half-time gamerules are now immune to certain damage types Decals now evict the lowermost decal if enough decals overlap in a single location Player visibility fog adjustment no longer applies to dead ragdolls Smoke particles no longer stick to dead ragdolls Fixed self/team burn damage getting recorded as enemy damage Revised some common chat strings Added convar cl_deathnotices_show_numbers for observers to have quick access to player's spectate index Added a warning message for AMD and Nvidia graphics users with out-of-date drivers "Kevlar & Helmet" entry in the Buy Menu will now present itself as simply "Helmet" when contextually correct Added time to weekly rollover to the reduced XP message in the player profile tooltip Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected Fixed round-delayed stats not updating at match end Changed deathmatch scoreboard stats from K/D/A/Score to K/HS%/DMG/Score Fixed case where text during defuse would get cut off Added direction indicators to players in the square radar Fixed case where kill icon would not display in the post-round damage info panel Fixed bad string in the commend dialog panel Fixed case where round stats in the Watch Menu would be assigned to the wrong side Fixed custom sound events files in workshop maps Added some material settings for water refraction/caustics Workshop maps can now be tagged as supporting Wingman mode Linux clients can now run workshop maps without requiring -insecure Added trigger_hostage_reset trigger and logic_eventlistener entities Added convars sv_walkable_normal and sv_standable_normal to allow community servers to tweak player movement on angled surfaces Fixed health getting clipped when it exceeds 3 digits Overpass: Fixed various cases where level mesh was disappearing occasionally Various visual updates and fixes to models and materials Straightened out some collision that was pushing players off of walls or corners Turned off the collision of some light fixtures that were pushing players off of walls Added a metal plate to swat van to hide player feet, adjusted clipping around van Fixed some small holes in the world Fixed some texture mapping seams Added player clipping on some floor grates to smooth player movement Fixed some issues with the collision and surface property of fire extinguishers Added and adjusted some grenade clipping Adjusted some clipping on boxes and cable stacks in connector Ancient: More player and grenade clips adjustments Closed various holes and cracks in the world Mirage: Fixed clipping around scaffolding at bombsite b to prevent one-way peeking through geo Office: Fixed player getting stuck on large crate in garage General grenade clip polish Vending machine break sequence now only happens once to avoid strobing lights Removed collision from pipes and cctv cameras at ct spawn garage Added grenade clips to doors at stairwell Fixed hole in door frame at t-spawn Fixed texture errors on ceiling at conference room Fixed some lighting errors on low settings Fixed weapons getting stuck behind crates at back way Fixed lighting artifacts in front courtyard Fixed bad boost onto electrical boxes in garage Anubis: Fixed z-fighting on stairs in connector Improved ground at bombsite A so that it has more accurate footstep sounds Fixed gap in world around b-site planting area Fixed z-fighting a backdrop temple near t-spawn Fixed missing collision at connector that would allow grenades to fall through world Fixed hole in world at street that allowed players to see through to canal Fixed vis issue on street looking back to t-spawn Fixed UV stretching in connector Sealed up holes in building rooftops for entire level to prevent grenades getting stuck in void Fixed holes in lower tunnel Fixed hole in canal Inferno: Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat Closed hole to prevent grenades from falling through the map on bombsite A More player clip adjustments Fixed various micro gaps Nuke: Minor clipping fixes on rooftops and hut Better caustics in pool at B site Fixed vis issue in garage looking towards hell Vertigo: Fixed some light fixtures showing backfaces Fixed some light fixtures being misaligned Fixed missing vent pieces in Tunnels Attempt to fix players clipping through wood boards by stairwell at bombsite b Fixed bad clip above door at elevator Fixed flashbang inconsistency with metal gratings at scaffolding Fixed missing collision on horizontal tower beams at b-site Added grenade clips around bombsite b to prevent smokes getting caught in bad spaces Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better Added grenade clip to b platform Fixed disconnected girders at mid Moved stack of drywall at back door>b for better movement/cover Improved clipping at side Jobsite injury signs are more responsive

Release Notes for 11/13/2023

Fixed a bug where collision between players was sometimes causing players to step up Fixed a bug where players could slide up walls in Mirage mid Fixed a movement systems bug where players could get stuck on geometry Fixed a bug that prevented "Zoom Button Hold: Repeat Disabled" from working correctly Fixed a case where switching weapons immediately after shooting would result in the shot not registering on the server Fixed a case where players could shoot during freeze time at the ends of warmup, halves, and matches

Release Notes for 11/9/2023

Added support for accepting game invites and party invites from Steam Chat and Steam Overlay.
Added an execution delay for certain commands that can be specified on command line to be deferred until main menu fully loads (e.g.
econ action preview commands, match download commands, playdemo, and similar).
Fixed a bug that caused game events to not appear in CSTV demos recorded in tv_record_immediate mode.
CSTV auto record now requires either an active CSTV server or tv_record_immediate to be enabled.
Performance optimizations in game server demo recording code.

Release Notes for 11/8/2023

The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame Random numbers used for shooting spread are now synchronized between clients and servers by default.
This makes tracers and decals match their server-authoritative trajectories more closely.
Note: Spread has been synchronized on Valve official servers since 10/14 Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height Parties of four are now able to queue for Premier mode Added vote-kick immunity for solo players who get matched on the same team with a party of four players Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode Reduced the maximum audible distance of grenade bounce sounds Improved occlusion filter quality Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds Changed jump land sounds to have the same maximum audible distance as footstep sounds Changed volume falloff curve of jump landing sounds to better convey distance Improved molotov extinguish effects to sound better when multiple are playing at once Brought back spark sound feedback when bomb defuse is cut short due to player spinning Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds Mirage Fixed clipping on bench in palace Lowered the height of box on A site to match CS:GO Improved performance of blood effects at close range Improved bomb light visibility from back of bomb Reduced muzzle flash during quickswitch from scoped rifles Reduced the strength of the kill streak HUD effect after five kills Added setting "tv_record_immediate" to control when CSTV demo file will start recording content.
If the setting is enabled then content will start at the moment when tv_record is executed on the server.
If the setting is disabled then content will start recording from tv_delay earlier CSTV demos can now be recorded without delayed CSTV spectating enabled.
Requires setting "tv_record_immediate 1" and executing "tv_record" at the moment when recording should start Adjusted wear values of some stickers to better match CS:GO Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances Improved quality of 'Performance' HDR rendering mode Enabling the upload of workshop maps for Wingman mode

Release Notes for 11/3/2023

Updated Redemption UI to show remaining time before weekly rollover Competitive Rating will now be updated after returning to main menu from a win Added notice to end of match for when CS Rating had been adjusted midmatch (e.g.
due to the outcome of a match that the player was kicked from or abandoned, or recovering lost points from playing against a cheater) Various bug fixes and tweaks

The Maps Workshop

The Maps Workshop The Maps workshop is now open for business.
Community map makers can start uploading their maps to the workshop, and community servers can host those maps.
If you'd like to try some workshop maps offline, subscribe to them on the workshop and head to the Play menu.
There are a bunch of other workshop tool updates today, along with a host of other fixes and adjustments to CS2.
Check out the notes, play some matches, and keep that feedback coming!

Release Notes for 11/2/2023

Enabled uploading CS2 maps to the workshop Community Servers can host workshop maps Added paint metalness and roughness by color features to Solid Color, Hydrographic, and Spray-Paint finishes in the Item Editor Added option to toggle "Automatic PBR Color Correction" to all sticker types in Item Editor Various Item Editor help system updates including "mat_fullbright 10" to test PBR Various updates to workshop tools Fixed a case where user commands would be ignored in poor network conditions Fixed a case where weapons would fire faster than intended Fixed a case where clients would show multiple gunshots for one actual shot Fixed a case where players would fail to keep their weapons between rounds of overtime Fixed some instances of dropped weapons falling out of the gameplay space In firstperson, dead players will now see their own ragdoll at the server-authoritative lag-compensated position of their demise Decoy grenades interact aesthetically with smoke clouds Smoke grenades now have a minimum fuse duration to prevent smokes from prematurely detonating if stuck in crevices Players now ignore individual damage events dealing less than one point of damage Knife attacks will now prioritize enemies and will only hit teammates if there are no enemies in range Knife attacks no longer predict damage effects or sounds on the client Knife attack immediately after switching to a knife will always deal full damage amount For a given map location, eye height is now consistent regardless of how the player arrived INFERNO Fixed clipping in various areas Fixed various microgaps Fixed disappearing meshes in skybox Removed birds that got mistaken for grenades Added sv_maxuptimelimit setting to request server shutdown after certain number of uptime hours.
Support -sv_maxuptimelimit command line parameter to randomly select uptime limit per instance within a range, e.g.
"-sv_maxuptimelimit 48-72" command line parameter will request game server instance to self-shutdown somewhere between 48 and 72 hours by issuing "sv_shutdown" command on the game server.
Added game server startup timing log records.
Game servers will now print global chat messages when players acknowledge newly acquired items while connected to the game server.
Fixed a bug showing 100% packet loss immediately after connection Fixed a bug where scoreboard ping could get stuck at a value lower than the real ping Improved rendering of stickers Added wins and wins-needed to Competitive Play Menu map tiles Fixed various minor HUD bugs Fixed various skins and sticker bugs Fixed various bugs with item inspection UI Fixed a skinning issue with Trapper Aggressor agent's legs Improved performance of player animations on client and server Smoke grenade canister changed to chrome material "Boost Player Contrast" no longer applies to dead players Adjusted microphone voice threshold value

Release Notes for 10/25/2023

Various bug fixes and tweaks: Inferno Improved bomb visibility when planted in fountain on bombsite B Improved grenade bounce behavior on roof and stone models to make it more predictable Removed part of railing on balcony Adjusted garage door on bombsite A to improve player readability and clipping Fixed lighting bug on Inferno workshop map Fixed various micro-gaps Overall clipping / movement polish Overpass Removed or tweaked models and textures to improve player readability Adjusted lighting in certain areas to improve player readability Adjusted grenade clipping in various areas Nuke Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces Fixed collision on doorways from ramp to bombsite B to be more accurate Improved player readability against container on bombsite B Fixed some cases where players clipped through garage door at lobby Removed dynamic light at squeaky to prevent shadows giving away player position through doorway Fixed various holes in world Overall clipping / movement polish Dust2 Fixed micro-cracks in crate models Anubis Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots Fixed multiple cases where dropped weapons clipped through world geometry Fixed multiple holes and cracks in world.
Fixed missing collision on geometry where c4 could be thrown out of the map Clipped multiple areas where players could stack, providing an unfair vantage point Fixed lightmap issues around CT spawn water Improved player readability in mid Improved CT team intro position Overall clipping / movement polish Office Improved player readability at CT spawn around swat van Fixed gaps in some cubemaps which were causing lighting issues Fixed some lighting artifacts on crates at low settings Disabled motion on vending machine Overall clipping / movement polish Vertigo Fixed ladder collision blocking bullets and grenades Fixed steel beams having incorrect surface property Overall clipping / movement polish Mirage Fixed various bullet penetration issues Overall clipping / movement polish Ancient Made fog adjustments to improve player readability Fixed micro-cracks in crate models Fixed multiple holes and cracks in the world Made visibility adjustments to donut area Fixed bullet penetration issues through wood panels near bombsite B Fixed material properties on some tarp models Overall clipping / movement polish Fixed some cases where weapons could fall out of the world Fixed a bug where Molotov self damage could be incorrectly penalized as team damage Improved performance for muzzle flashes and HE grenade effects Various bug fixes and tweaks to weapon finishes and stickers Added code to correct packets that arrive out of order in quick succession.
These packets were showing up as loss in the net graph.
Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.

Release Notes for 10/20/2023

Added more client information to the screen timestamp label to help investigate reported issues.
Fixed rendering issue related to GPU UltraWide+ feature.
Stability improvements.

Release Notes for 10/19/2023

Added a startup check for incompatible AMD graphics drivers.
We will now begin reversing VAC bans for affected players Fixed a bug in Windows 11 Auto HDR that led to smokes intermittently disappearing Miscellaneous bug fixes

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