Update readme files
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.github/en.md
vendored
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@ -274,7 +274,8 @@ All skills can be customized in the **`config.cfg`** / **`skillsInfo.json`** fil
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"SummaryAfterTheRound": true, // Show summary of the last round
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"EnableBotSkills": true, // Enable skills for bots
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"EnableBotKickDebug": false, // Kick a random bot every 45s (for debug/testing)
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"DebugMode": false, // Write activity to the ‘Debug’ folder
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"DebugMode": false, // Save debug logs (player events and plugin activity) to the Debug folder
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"PerfMode": false, // Save performance measurements to the logs folder
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"AlternativeSkillButton": null, // Possible buttons:
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// null, "Attack", "Jump", "Duck", "Forward", "Back",
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// "Use", "Cancel", "Left", "Right", "Moveleft",
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@ -357,6 +358,29 @@ This plugin uses content from the following projects:
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## 📋 Changelog
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<details>
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<summary><b>v1.2.2.b6</b></summary>
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- #### General:
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- ###### Performance: much faster round changes - only skills that were actually active in the previous round are reset, instead of every loaded skill (`DisableAll` dropped from ~89ms to ~5ms on a full server). [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### Performance & memory: removed per-tick LINQ and skill-name allocations in the tick loop, made HUD skill lookups O(1), and moved translation color/button substitutions to load time. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### `ForceFullUpdate` now creates the network service once per broadcast, and the round-start view-angle guard only skips a genuine (0, 0, 0) spawn placeholder instead of over-skipping valid angles. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### Debug logging is only installed when `DebugMode` is enabled and writes through a single reused writer instead of reopening the file for every line. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### Player skill state unified to a single collection (removed a duplicate list), closing a rare desync/race on player disconnect. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### Gamedata signatures are now resolved lazily and in isolation, so one broken signature after a CS2 update no longer takes down the whole utility layer. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### Hardened many tick/transmit code paths against invalid player handles to prevent rare crashes. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### The skill description HUD honours "always show" / `-1` duration consistently across every assignment path. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- #### Skill improvements:
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- ###### Jester (Joker):
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- ###### Fixed the no-damage effect leaking onto a player after their skill was changed mid-round (e.g. stolen by Thief or removed by Deactivator) - the internal state is now cleared when the skill is disabled. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### Jackal:
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- ###### Fixed trail entities piling up over a round - the previous trail is now removed before a new one is spawned. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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- ###### Falcon Eye / Third Eye / Spectator:
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- ###### Camera state is now fully cleared when the skill is disabled. [by: [@ByDexterTR](https://github.com/ByDexterTR)]
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</details>
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<details>
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<summary><b>v1.2.2.b5</b></summary>
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