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CS:GO update for 12/9/20 (12/10/20 UTC, 1.37.7.4)
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Patch Notes
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Via the CS:GO blog:

Valve[ MISC ]
– Ping notifications will fade when aiming near them and be fully transparent when aiming directly at them.
– Lowered volume of background scenery when Ancient is selected.
– Lowered volume of female death sounds.
– Resampled older sounds for HRTF.

[ MAPS ]

MIRAGE
– Fixed clipbrushes for Retakes.

ANCIENT
– Reduced soundscape volume.
– Tweaked ambient light levels in some locations.
– Added additional lights to dark corners.
– Removed metal pillars by backdoor entrance to B site.
– Scaffolding by B site can now be shot through.
– Blocked visibility between boxes on A site.
– Tweaked blending for better player reads in some locations.
– Redid visual language of ledges around mid, more obvious what is/isnt pathable.
– Marked additional props for low end CPU/GPU culling.
– Mossy walls no longer surface type ‘grass’.
– Fixed invisible pottery.
– Removed some visual clutter around backdoor to B.
– General optimizations.
– Feneral clipping fixes.
– Added de_ancient_zoo VMF to SDK for community map makers.

FROSTBITE
[General]
– Improved performance.
– Improved loot spawns.
– Changed certain doors to improve gameplay flow.
– Fixed reported cases of physics objects falling through displacements.
– Fixed rare cases of weapon drops getting stuck in the border clipping.

[Beta]
– Reworked the bar building for improved gameplay.

[Radio]
– Fixed rare cases of drone deliveries falling through the ground.

[Tourist]
– Clipped fence around the electrical building to allow for easier jumps onto roof.

[Ski Slopes]
– Made it easier to grab onto the ladders on the ski lift posts.

[Cove]
– Fixed floating counter on security gate.

[Village]
– Reworked the village buildings for improved gameplay.

[Misc]
– Fixed various stuck spots.
– Fixed various spots where loot would get stuck.
– Avalanche sound is now quieter and plays only after the first wave.

Rumor has it:

- /u/Haaselh0ff of the Frostbite development team continues to encourage you to cut out the middleman so-to-speak and keep reporting issues or other tweak requests directly on its Steam Workshop page

- Valve's put up a short clip of new ping behavior described above on the game's Twitter account

- Size is ~260 MB
- Extreme and historic spikes in excess of 50 Tbps on the Steam content servers have been observed after the release of Cyberpunk 2077 on the Steam system. You will notice significantly greater than usual download speed variability tonight and it is likely that extreme content server load will persist well through the overnight hours in spite of an otherwise clear coast through the next several days; although bursts of usual peak performance are possible, they may be short-lived at best.

Via [url=https://blog.counter-strike.net/index.php/2020/12/32048/]the CS:GO blog[/url]:

[quote=Valve][ MISC ]
– Ping notifications will fade when aiming near them and be fully transparent when aiming directly at them.
– Lowered volume of background scenery when Ancient is selected.
– Lowered volume of female death sounds.
– Resampled older sounds for HRTF.

[ MAPS ]

MIRAGE
– Fixed clipbrushes for Retakes.

ANCIENT
– Reduced soundscape volume.
– Tweaked ambient light levels in some locations.
– Added additional lights to dark corners.
– Removed metal pillars by backdoor entrance to B site.
– Scaffolding by B site can now be shot through.
– Blocked visibility between boxes on A site.
– Tweaked blending for better player reads in some locations.
– Redid visual language of ledges around mid, more obvious what is/isnt pathable.
– Marked additional props for low end CPU/GPU culling.
– Mossy walls no longer surface type ‘grass’.
– Fixed invisible pottery.
– Removed some visual clutter around backdoor to B.
– General optimizations.
– Feneral clipping fixes.
– Added de_ancient_zoo VMF to SDK for community map makers.

FROSTBITE
[General]
– Improved performance.
– Improved loot spawns.
– Changed certain doors to improve gameplay flow.
– Fixed reported cases of physics objects falling through displacements.
– Fixed rare cases of weapon drops getting stuck in the border clipping.

[Beta]
– Reworked the bar building for improved gameplay.

[Radio]
– Fixed rare cases of drone deliveries falling through the ground.

[Tourist]
– Clipped fence around the electrical building to allow for easier jumps onto roof.

[Ski Slopes]
– Made it easier to grab onto the ladders on the ski lift posts.

[Cove]
– Fixed floating counter on security gate.

[Village]
– Reworked the village buildings for improved gameplay.

[Misc]
– Fixed various stuck spots.
– Fixed various spots where loot would get stuck.
– Avalanche sound is now quieter and plays only after the first wave.[/quote]

Rumor has it:

- /u/Haaselh0ff of the Frostbite development team [url=https://www.reddit.com/r/GlobalOffensive/comments/ka4z9d/counterstrike_global_offensive_update_for_12920/gf8aatx/]continues to encourage you to cut out the middleman so-to-speak[/url] and keep reporting issues or other tweak requests [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2168101259]directly on its Steam Workshop page[/url]

- Valve's put up [url=https://twitter.com/CSGO/status/1336837545078837249]a short clip of new ping behavior[/url] described above on the game's Twitter account

- Size is ~260 MB
- [b][i]Extreme and historic spikes [url=https://twitter.com/wickedplayer494/status/1336839736447528960]in excess of 50 Tbps on the Steam content servers have been observed[/url] after the release of Cyberpunk 2077 on the Steam system.[/i][/b] [b]You will notice significantly greater than usual download speed variability tonight and it is likely that extreme content server load will persist well through the overnight hours in spite of an otherwise clear coast through the next several days; although bursts of usual peak performance are possible, they may be short-lived at best.[/b]
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