Still no ghost steps fix and no fix for the bot_quota/maxplayers
glitch where servers appear full... Are these being worked on? I don't
really see anything about it in the steam forums, either.


On Thu, Aug 23, 2012 at 6:26 PM, Ido Magal <i...@valvesoftware.com> wrote:
> This update is now live.
>
>
>
> Release notes for 8/23 Update
>
> [ Gameplay ]
> - Exposed a classic dynamic crosshair style in the options that represents 
> the weapons spread accurately.
> - Implemented first person client flinching. Now a player gets aim punched a 
> bit when shot. The amount is based on the damage.
> - Increased amount of tagging that results from hits.
>
> [ Bugs ]
> - Fixed the scoreboard turning toggleable in the end match state.
> - fixed not being able to bring up the pause menu without dismissing the 
> scoreboard in the end match state.
> - Parallelized matchmaking results analysis process and reduced time game 
> takes to perform matchmaking.
> - Improved matchmaking algorithm giving more weight to dedicated servers ping 
> during matchmaking results analysis.
>
> [ Community ]
> - Removed the implicit dependency on round-limited matches so servers that 
> want to use mp_timelimit instead can. Mp_timelimit is used only if 
> mp_maxrounds is set to 0.
> - Exposed mp_forcecamera convar.
> - Exposed set of server hibernate convars.
> - Fixed code that was preventing mapper-placed weapons.
>
>
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