Fixed possible remote code execution bug in KeyValues parsing. Thanks to xPaw for finding and reporting the issue!
Fixed a bug allowing community servers to override certain game files.
Added support in vbsp for clip brush textures with different material types.
Added CS:GO in-game blog localization for Finnish.
Significantly reduced holiday cheer.
Added convars cl_weapon_debug_show_accuracy and cl_weapon_debug_show_accuracy_duration
With “cl_weapon_debug_show_accuracy 1,” when a shot is fired, a 12 inch circle will be drawn at the Effective Range of the weapon, i.e, the farthest distance at which the shot is guaranteed to fall within a 12 inch circle.
With “cl_weapon_debug_show_accuracy 2,” when a shot is fired, a circle will be drawn at the surface that is aimed at showing the area that could have been hit by the bullet given its inaccuracy.
cl_weapon_debug_show_accuracy_duration ( default 10 ) determines how long the debug circles last.
The further the shot is into the spray sequence, the more red the circle will be.
Increased radius of c4 disarm sound
Fixed some cases where alt-tabbing away and back to the game would cause incorrect sounds to play
Visibility improvements based on color-blind player feedback
New vent models
Added subtle markers for grenade throws (thanks James Bardolph)
Added plant-zone decals to Bombsite B
Added graphic for “Sun-room” (thanks Thurnip)
Fixed fade distance on crate in checkers
Fixed weapons being irretrievable under vent
Fixed all known bomb-stuck spots
Fixed an exploit involving flashbangs from mid into checkers
Fixed pixelwalks at mid, T-Spawn, A main, A site
Improved .nav mesh (thanks p_NM)
Improved accuracy of grenade clips on metal containers
Clip brushes now play the correct material type footstep sound
Removed crate stack from CT side
Removed railings outside HUT
Removed railings at top of Heaven ladder
Lowered ambient soundscape volumes
Door opening and closing predictability fixed
Improved .nav mesh (thanks Bez)
Fixed +use interaction through tool or clip brushes
Fixed double doors being blocked by their sibling door being blocked by the player