Code updateApr 24, 2026, 10:49 PM UTC

CS2 Update (Apr 24, 2026)

CS2 refreshes official grenade guides on Inferno, Overpass, Dust2, and Anubis, retunes a wide range of weapon and C4 animations, and bumps the game to patch version 1.41.5.5.

Quick read

  • Official grenade guides on Inferno, Overpass, Dust2, and Anubis have updated positions, angles, and clearer text for curated line-ups.
  • First-person viewmodel animation graphs for most core weapons have been refreshed, affecting how deploy, reload, and firing animations are presented.
  • C4 planting and turning animations, along with third-person locomotion graphs and the shared worldmodel skeleton, have been tuned for smoother spectator and teammate visuals.
  • PP-Bizon world model clips and model files have been adjusted, likely improving how the weapon looks when drawn, fired, and reloaded in third person.
  • Engine and tool internals have been rebuilt, including a new Panorama `VideoCrash` string, and the game is now on client/server version 2000804 (patch 1.41.5.5).

A small CS2 patch quietly refreshes official grenade guides on four competitive maps and retunes a wide range of first- and third-person animations, including weapon viewmodels, PP-Bizon world animations, and C4 planting/turning sequences.

Official Grenade Guides Updated on Inferno, Overpass, Dust2, and Anubis

The built-in map annotations for several staple maps have been adjusted, focusing on curated grenade line‑ups.

  • Refined grenade positions: On Inferno, Overpass, Dust2, and Anubis, multiple annotation entries for grenades (Type = "grenade" with SubType like main, aim_target, and destination) now use slightly different Position and Angles values. In practical terms, this means:
    • The visual markers for where to stand, where to aim, and where the grenade lands have been nudged to new coordinates.
    • These tweaks likely make the built-in "official" line‑ups better reflect current map geometry and consistent, reproducible throws.
  • Anubis description text changed: One Anubis annotation’s description has been rewritten from a more cryptic lineup note to a clearer instruction:
    • Old text: "Line up -1y with top of roof and left window. Jump Throw."
    • New text: "Aim at the corner of the roof. Left Click Jump Throw."
    • This suggests Valve is trying to make the helper text easier to follow for players practicing nades via the built-in guides.
  • One Inferno destination moved dramatically: Most adjustments are small, but one Inferno destination position has shifted to a very different coordinate set. This may indicate a previously incorrect or outdated landing marker being fixed, rather than a subtle micro-adjustment.
  • Packaged annotation resources updated: The map annotation package for these four maps has been rebuilt. Players using the in-game guides should see the updated line-up points without any extra configuration.

For players who rely on the official hints when learning nades, these changes may make practice mode and coaching sessions more reliable, especially on popular maps like Dust2, Inferno, and Overpass.

First-Person Weapon Viewmodel Animations Refreshed

A broad set of first-person animation graphs for weapons has been updated, covering most of the core arsenal.

  • Wide weapon coverage: Updated viewmodel animation graphs (.vnmgraph_c) include variants for:
    • Rifles: AK-47, M4A4, M4A1-S, AUG, SG 556, Galil, FAMAS
    • SMGs: MAC-10, MP5-SD, MP7, MP9, UMP-45, P90, PP-Bizon
    • Pistols: Glock, USP, P2000 (hkp2000), P250, Five-SeveN, Tec-9, Deagle
    • Heavy weapons: Nova, XM1014, MAG-7, M249, Negev
    • Snipers: AWP, SSG 08 (including legacy), SCAR-20, G3SG1
    • Other: Zeus (taser), dual elites, and core shared viewmodel graphs.
  • What this likely affects: These graphs define how first-person animation states blend and transition—deploy, idle, firing, reloading, inspecting, and other actions.
    • File sizes generally increased, which suggests additional states, transitions, or refinements rather than removals.
    • While timing or feel could be subtly affected, there is no direct evidence here of damage, recoil, or spread changes—this looks like presentation/animation work, not raw balance.
  • Player-facing impact:
    • You may notice smoother or slightly different hand/weapon motion during draw, reload, or inspect animations.
    • The changes might also address small visual bugs like popping, snapping, or odd blends between states that some players or creators had noticed.

Content creators who record close-up weapon footage or inspect cycles may want to re-check key shots, as small pose or timing differences could be visible in side-by-side comparisons.

C4 and Third-Person Worldmodel Animation Tuning

Third-person animations—what you see on teammates, enemies, and in spectator—have also been updated, with a particular focus on C4 behavior.

  • C4 planting and turning clips updated:
    • Multiple C4 animation clips such as planting, planting_crouch, and various turn_*_loop_*_c4 sequences have changed size, often shrinking by hundreds or thousands of bytes.
    • This suggests the clips have been reauthored or cleaned up, potentially reducing redundant data or tightening motion.
  • Turn loops simplified and adjusted: Many left/right turn loop clips (23°, 34°, 45°, 90°, 180°, including fast variants) have been revised.
    • In practice, this may refine how a player appears to rotate while holding or interacting with the bomb, which can matter for how readable turning and planting behavior looks in third person.
  • World locomotion graphs and skeleton touched up:
    • The shared worldmodel locomotion graphs for knife, pistol, rifle, and the main worldmodel graph have been slightly adjusted.
    • The worldmodel skeleton file (worldmodel.vnmskel_c) has also been updated.
    • These changes likely support smoother or more consistent body movement and pose blending across weapon types.

Overall, these updates appear aimed at making third-person and spectator views a bit cleaner—especially around bomb planting animations and how character turning looks while handling the C4.

PP-Bizon World Model and Animations Adjusted

The PP-Bizon receives targeted tweaks to its world model and third-person animations.

  • World animations updated: Five PP-Bizon world rifle clips have been modified:
    • draw_bizon and draw_crouch_bizon
    • reload_bizon and reload_crouch_bizon
    • shoot_bizon
  • Likely visible changes:
    • Size changes are small but consistent, with shoot_bizon slightly larger. This suggests subtle refinements to how the Bizon looks when drawn, fired, and reloaded in third person.
    • Teammates, enemies, and spectators may see a slightly different stance or motion when a player uses the Bizon, even though weapon stats are not implied to be changed here.
  • Model files rebuilt:
    • Two Bizon model resources (weapon_smg_bizon.vmdl_c and weapon_smg_bizon_ag2.vmdl_c) have been recompiled with marginal size differences.
    • This points to visual or rigging maintenance—fixes to shading, attachments, or minor mesh issues—rather than a wholesale remodel.

Players who favor the Bizon might notice cleaner hand alignment or worldmodel behavior, especially in replays and spectator mode.

Engine and Tools: Minor Under-the-Hood Updates

A large number of internal engine and tool string tables have been refreshed, with only one clearly readable new keyword.

  • New "VideoCrash" reference:
    • The Panorama UI string set now includes a VideoCrash entry. This may be related to future or improved handling of video-related crashes in the UI—such as better messaging or diagnostics when a video playback or capture issue occurs.
  • Toolchain rebuild timestamps:
    • Various engine and tool string files (for systems like engine2, tier0, resourcecompiler, vrad3, and others) show updated build times and internal markers.
    • These reflect the game and tools being rebuilt, but do not point to specific gameplay or UI feature changes on their own.

For most players, these under-the-hood updates will be invisible, though they may support future stability or debugging improvements.

Version Bump and Overall Impact

The game’s internal version markers have been incremented, confirming this as a new live patch for both client and server.

  • Version details:
    • ClientVersion and ServerVersion advance from 2000797 to 2000804.
    • PatchVersion moves from 1.41.5.4 to 1.41.5.5.
    • Build metadata shows a newer source revision and build time.
  • What this means for players:
    • Clients and servers should stay in sync on the new patch.
    • Competitive and community servers that track exact version numbers will recognize this as a distinct update.

Overall

This patch is a polish-focused update: official grenade guides on four key maps have been corrected and clarified, weapon viewmodels and world animations (including C4 interactions and the PP-Bizon) have been tuned, and the engine/tooling has been rebuilt with minor internal improvements. Players may mostly notice smoother animations and more reliable built-in grenade line-ups, while competitive integrity and weapon stats appear unchanged by the data available here.

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