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CS:GO Update: hitbox and animation overhaul

Valve has released perhaps one of the biggest overhaul's of CS:GO's mechanics in the game's history, introducing brand-new player animations and fixed hit boxes.

CS:GO players, rejoice! Valve has pushed out one of the biggest updates in the game's history, addressing a long list of problems that have being plaguing the game since it's release. Visually, player models have had brand new-animations created for them, most notably more realistic defusal and ladder animations that will add another level of polish to the game.

Most importantly, the developers have implemented a brand-new hit box system that promises to address all the issues with the previous system, including jumping and defusing hitboxes. In terms of game balance, this update has reduced the price of the Zeus x27 from $400 to $100, Dual Berettas recieved penetration and range modifier buffs, and the M4A1-S has had its price dropped to compensate for reduced range, rate-of-fire, and armor penetration.

Check out the extensive list of changes below:

ANIMATION / GAMEPLAY

  • Replaced all player body animations (Existing character models retained for demo compatibility)
  • Replaced all world model weapon animation
  • Updated shared player skeleton
  • Re-rigged all player model geometry and player scaffold animation
  • Updated animation networking to continually synchronize animation state instead of periodically latching
  • Player animation sequence selection is now server-initiated
  • Added new player states including bomb defusal and ladder climb poses
  • Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
  • Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
  • Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
  • Added support for arbitrary numbers of articulated mechanical parts on world weapon models
  • Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
  • Added physics motion to holstered attachment weapon locations
  • Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
  • Replaced shared hitboxes with new capsule-based set
  • Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
  • Ragdolls now assume more exact pose of their parent player on physics init
  • Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
  • Enabled support for dynamic player animation layer re-ordering
  • Sequence blendlayers now correctly contribute to computed cyclerate
  • Added defuser cables and multimeter model
  • Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
  • Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

 

UI

  • Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
  • Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
  • Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

 

RENDERING

  • Fixed improper stencil state in glow pass rendering

 

GAMEPLAY

  • Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position

 

M4A1-S:

  • Reduced price
  • Reduced armor penetration
  • Reduced ROF
  • Increased base spread

 

Zeus x27

  • Reduced price to $100

 

Dual Berettas

  • Increased armor penetration
  • Increased range modifier

 

GOTV

  • Added viewmodel position lerp to gotv camera transitions

 

OVERWATCH

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

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