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/cs/ - Counter-Strike

You run faster with a knife.

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File: 1442360519526.png (446.79 KB, 576x432, 4:3, vlcsnap-2014-12-16-15h57m4….png)

 No.1003

15 Sep 2015 -

[ 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).

 No.1004

File: 1442361667406.jpg (23.82 KB, 449x531, 449:531, 1429832173785.jpg)

>My dualies getting a buff

The fuckers could do 1 damage per hit and I'd still use them


 No.1055

I just realized this thread was here, I should have stickied this one instead of the other one. Oh well.




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