That sounds really really wrong:
"“Netcode” improvement
We’ve addressed the so called “Kill trading”. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server. "
A bullet already in flight should still kill whatever length of time after it was fired even if the person who fired it is dead - I'm fine with that. If they are having to hard clamp the time it can cause damage to reduce the trade kills thats extremely condemning of their programming (I can't really iterate enough how much that points at shoddy coding if true).
The problem seems to me to be at the other end - its allowing players to shoot in the first place long after they are actually dead and far too lenient on letting players run out of sync and having to tie everything together with hacked up outcomes
This will likely lead to even more complaints about bullet registry as people will see themselves as having fired before dying but their bullets having no effect.
"Made the NVidia 331.82 driver version mandatory for all players." - hope this is a troll or something only the .65s give me ok performance in heavy combat .82s are a choppy mess.