CS2 refreshes the pet photobooth with new effect sounds, tuned chicken audio, and a cleaner player report popup title, plus a small version bump and asset housekeeping.
Pet photobooth effects now have dedicated sound events, complete with timed chicken reaction audio.
Chicken and UI sounds receive tuning, including higher panic volumes and longer block durations to reduce spam.
The player report popup title is now driven by a localized string for cleaner phrasing and better translation support.
Nine new photobooth effect sound files are registered as assets, alongside a routine client/server version bump.
New CS2 patch adds a Major token reminder popup, refines pet book and popup behavior, overhauls chicken audio, and introduces infrastructure for better smoke lighting and weapon sound suppression.
New Major shop balance popup reminds players to spend remaining event tokens and links directly to the Major hub.
Main menu popup handling has been refactored, improving cleanup of notification callbacks and avoiding stuck popups.
Pet book and vanity pet systems received UX updates, including date-based labels for retired pet books.
Official LATAM map annotations for de_train were updated, likely refining in-game guide markers.
Smoke grenade lighting received new engine support and a server command, with a scripted map now requesting smoke lighting recomputation after room-light changes.
Chicken audio was expanded with new hen, pullet, panic, flap, and scratch sounds, plus tuned volumes and pitches in both game and UI.
Weapon handling and reload sounds across several guns now use standardized suppression settings to better control overlapping foley noise.
New month-only economy date formats and protocol/metadata tweaks prepare the UI and tools for cleaner time-period displays and updated command categorization.
Rush mode gets clearer rules and localized room names, the Major Hub & Shop UI is refined, and several team-damage and round-control server cvars become command-line enforced alongside new internal networking metrics.
Rush mode rules and room names are clarified, with no spawn protection and fully localized arena names.
The Major Hub & Shop UI gains structured views, improved back/close behavior, and a clearer “Major Hub & Shop” title.
Several team damage and round-control convars become command-line enforced, tightening server configuration behavior.
New internal network statistics track netframe sizes and message counts, and weapons gain a reload-held state for future tuning.
The report player popup title now allows HTML formatting, and numerous small engine/tool strings are updated.
Major under-the-hood update focusing on Workshop whitelisting for key commands and bot controls, new entity definitions for mappers, and a large batch of materials, models, and audio tooling improvements.
Many bot and utility commands and convars are now explicitly Workshop-whitelisted, improving support for custom maps and servers.
New client and server entity definition files document inputs, outputs, and properties for Source 2 entities, helping advanced mappers and tool authors.
Tools asset manifests now reference a wide range of new materials and models, notably for Anubis-style environments, cargo containers, vehicles, and foliage.
Audio and Steam Audio tooling gain new materials, diagnostics, and low-level schema updates for more advanced spatialization and mixing workflows.
Extensive schema refreshes across animation, particles, physics, and smart props refine how systems are described to the engine, benefitting tools and long-term polish.
CS2 update focuses on Smart Props tooling, Vulkan/RTX and shader improvements, expanded particle & audio controls, and new dev networking and editor options.
Introduces an extensive Smart Props system for procedural prop placement, deformation, and styling aimed at map and content creators.
Overhauls a wide range of Vulkan and RTX shaders and adds new Vulkan/RTX convars for memory, defragmentation, and ray-tracing diagnostics.
Expands particle system controls and debugging tools, including new cl/r particle convars and particle management commands.
Greatly extends Steam Audio configuration and baking options for more detailed occlusion, reverb, and spatial pathing behavior.
Adds input, UI, and networking quality-of-life controls, plus significant new Hammer, model, and resource-tooling commands for developers.
New Static Square crosshair style and outline options, Rush mode timing tweaks, upgraded pet photo JPEG pipeline with sticker limits, plus small map guide, animation, and UI polish.
New crosshair style 8 (Static Square) added, with expanded crosshair outline options and updated crosshair shaders on PC and Vulkan.
Rush mode adjusted with shorter freeze and warmup times plus refined elimination countdown logic that treats final rooms differently and tracks legitimate kills.
Pet photo booth now saves high-quality JPEGs instead of PNGs, with improved sticker inventory integration, placement limits, and more consistent pet book handling.
Player card Pet Book entry only appears for hatched pets or retired books, while crosshair and color picker UI text has been clarified and localized.
Official map guide data updated for de_train and the main worldmodel animation graph refreshed, alongside new tooling keybindings and backend JPEG/compression support.
Minor CS2 update tweaks the crosshair thickness slider, refreshes UI resources, and bumps build metadata while quietly adding a new map icon asset entry.
Crosshair settings slider now caps `cl_crosshair_thickness` at 31 instead of 32 in the UI.
UI resource manifest updated with a new `map_icon_rush_001` image, likely for future map or menu usage.
Client and server builds bumped to version 2000914 with refreshed engine strings and metadata.
CS2’s latest update introduces the new Rush mode with its own HUD, bots, and ambience, sets up a pet system and C4 stickers, adds a Starjunk95 music kit, reworks crosshair and name displays, and pushes broad animation, audio, and tool improvements.
New Rush mode arrives with custom HUD, bots, radar icons, ambience, and map scripts built around room-by-room lane progression.
Weapon data is cleaned up for a unified crosshair system, and a powerful experimental `weapon_m14` rifle configuration appears in the files.
Backend foundations for a cosmetic pet system—centered on evolving chicken companions—are added, including items, attributes, and rich chicken-themed UI audio.
C4 now supports both stickers and keychains in the item system, while inventory data expands with a new expired-item placeholder and keychain icon metadata.
A new Starjunk95 music kit and coupons are introduced alongside per-mode music volume controls and settings UI updates.
First- and third-person weapon animation graphs are rebuilt for a wide set of guns, with specific visual polish for the PP-Bizon and C4 worldmodel behavior.
Spectating, spawn logic, and server tooling gain new convars and protocols, including a TrueView-style spectator option and structured remote convar control.
Map ambience on Cobblestone, Ancient night, Cache, and other maps is refined, and Steam Audio configuration is expanded for more accurate occlusion and reverb.
Crosshair and name display text, plus multiple HUD panels, are reworked for clearer settings, consistent decorated names, and more readable clan tags.
Source 2 tools (Hammer, ModelDoc, and PET) receive navigation, selection, and icon updates to speed up map and asset creation for creators.