Via the Steam Community:
Valve[ MISC ]
- Added counter-strafe input automation detection options for non-Valve servers. See the sv_auto_cstrafe family of convar descriptions for details.
- Enabled measurement of network jitter on direct UDP connections to community servers. Previously, jitter measurement was only available for connections relayed over SDR. Jitter data is included in the net_connections_status command output.
Rumor has it:
- The sv_auto_cstrafe command family is as follows:
- sv_auto_cstrafe_attempt_window: "The length of the window of trailing counter-strafe attempts considered during input automation detection." (Default: 1)
- sv_auto_cstrafe_kick: "Whether or not to kick players when counter-strafe input automation is detected." (Default: false)
- sv_auto_cstrafe_logging: "0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe" (Default: 0)
- sv_auto_cstrafe_lower_overlap_pct_threshold: "The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold." (Default: 0.000000)
- sv_auto_cstrafe_min_attempts: No description (Default: 1)
- sv_auto_cstrafe_sequence_length: No description (Default: 1)
- sv_auto_cstrafe_success_threshold: No description (Default: 1)
- sv_auto_cstrafe_upper_overlap_pct_threshold: "The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes." (Default: 0.000000)
- Otherwise, this update is one of those WYSIWYG updates with not much more other than localization file updates, many of today's being under-the-hood removals/rearrangements of comments
- Size is just under 50 MB (with Workshop Tools installed)
Via [url=https://steamcommunity.com/games/CSGO/announcements/detail/4572930514768908304]the Steam Community[/url]:
[quote=Valve][ MISC ]
- Added counter-strafe input automation detection options for non-Valve servers. See the sv_auto_cstrafe family of convar descriptions for details.
- Enabled measurement of network jitter on direct UDP connections to community servers. Previously, jitter measurement was only available for connections relayed over SDR. Jitter data is included in the net_connections_status command output.[/quote]
Rumor has it:
- The sv_auto_cstrafe command family is as follows:
- sv_auto_cstrafe_attempt_window: "The length of the window of trailing counter-strafe attempts considered during input automation detection." (Default: 1)
- sv_auto_cstrafe_kick: "Whether or not to kick players when counter-strafe input automation is detected." (Default: false)
- sv_auto_cstrafe_logging: "0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafe" (Default: 0)
- sv_auto_cstrafe_lower_overlap_pct_threshold: "The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold." (Default: 0.000000)
- sv_auto_cstrafe_min_attempts: No description (Default: 1)
- sv_auto_cstrafe_sequence_length: No description (Default: 1)
- sv_auto_cstrafe_success_threshold: No description (Default: 1)
- sv_auto_cstrafe_upper_overlap_pct_threshold: "The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes." (Default: 0.000000)
- Otherwise, this update is one of those WYSIWYG updates with not much more [url=https://github.com/SteamDatabase/GameTracking-CS2/commit/1cb002847872baebd8e5a6fb22fda669e5378760]other than localization file updates[/url], many of today's being under-the-hood removals/rearrangements of comments
- Size is just under 50 MB (with Workshop Tools installed)