Movement
Power trajectory
Up = buffed, down = nerfedPatch history
- ≈🎯Behaviorlanding speed penalty
Landing vertical velocity now affects landing speed penalties, bringing movement closer to legacy jump stamina behavior.
- ≈🎯BehaviorJumplanding time—→Subtick
Landing time now uses subtick precision for more accurate movement.
Calculated with subtick precision
- ▲🔁ReworkJumpstaminaAffects→No effect
Removed stamina penalties from jumping and landing, simplifying the movement system.
Jumping and landing no longer affect stamina
- ▲🎯BehaviorBunnyhopsuccess window—→Added
Introduced a specific time window for successful bunnyhopping, making it more consistent.
Jump press within sv_bhop_time_window treated as successful
- ▲📊Numericsv_maxvelocity3500→16384 units/s
Increased the maximum effective velocity cap, allowing for higher speed limits in custom scenarios while keeping the default unchanged.
Max cap increase
- ▲🐛Bug fixJumpprediction
Fixed client-side misprediction of jump button presses and jump apexes, improving movement consistency.
Bugfix
- ≈🐛Bug fixair acceleration
Fixed incorrect clamping of air acceleration while surfing, ensuring more consistent movement.
bugfix
- ≈🐛Bug fixramp surfing
Fixed an issue where surfing up ramps was incorrectly identified as a jump apex, improving movement fluidity.
bugfix
- ≈🎯Behavioracceleration
Improved timestep-independence of subtick movement acceleration for more consistent player movement.
- ▲🐛Bug fixBhoppingpenalty accumulation
Fixed a bug where the bunnyhopping penalty continued to accumulate even when the jump key was not pressed.
- ▲🎯BehaviorBhoppingjump spam clockend of subtick→input registration
The jump spam clock now starts exactly when input is registered, improving responsiveness over the previous subtick processing.
- ≈🐛Bug fixviewmodel lag
Fixed a bug that prevented first-person viewmodel lag.
- ≈✨Newsv_quantize_movement_input—→Added
Added movement input quantization to prevent players from using analog binds to move at fractional speeds not intended by the game design.
Prevents fractional speed movement via analog binds
- ▲📊Numericjump height variance0.03125→0.015625 units
Jump height is now more consistent regardless of the player's distance from the map origin.
numeric
- ▲🎯Behaviorlanding consistency
Improved consistency when landing on surfaces at the maximum height of a jump.
behavior
- ≈🐛Bug fixcl_showposdisplay accuracy
Fixed a bug where cl_showpos displayed incorrect jump height when jumping from slopes.
bugfix
- ▲🎯Behaviorserver synchronization
Fixed cases where players were pulled back down during a jump due to server-client disagreement.
behavior
- ▲🐛Bug fixgeometry collision
Fixed several cases where players would stick while sliding against geometry, improving overall movement fluidity.
Fixed sticking
- ▲🐛Bug fixDuckspeedslower→normal
Fixed a bug causing ducking to be slower when Duck Mode was set to Toggle.
bugfix
- ▼🎯Behaviorfall damage mitigationpossible→impossible
Players can no longer mitigate fall damage by defusing the bomb.
behavior
- ▼🎯BehaviorBunnyhoppingspeed limitNone→Enabled
Re-introduced a speed limit to bunnyhopping to prevent excessive movement speed.
- ≈🐛Bug fixcamera height
Fixed a rare bug where camera height remained incorrect after a player respawned.
- ≈🐛Bug fixcrouch speed
Fixed an issue where crouching or uncrouching would occasionally feel sluggish or slow.
Fixed cases of unintended slow crouch/uncrouch.
- ▲🔁ReworkBunny Hoppingfeel—→128 tick CS:GO
Adjusted bunny hopping mechanics to mirror the feel of CS:GO on 128-tick servers.
Bunny hopping feel should now closely match CS:GO running at 128 tick.
- ▲🛠QoLcl_showpos—→Enhanced
cl_showpos now displays the peak velocity of the last 3 seconds in parentheses, aiding movement testing.
The readout for cl_showpos has been enhanced to show the maximum speed of the last 3 seconds.
- ≈🐛Bug fixforward movement
Fixed a bug that occasionally caused players to move too far forward unexpectedly.