v1.2.2.b6
Performance & stability pass (issue #34 + audit) General: - DisableAll resets only skills active in the previous round instead of all loaded skills (~89ms -> ~5ms) - Removed per-tick LINQ/allocations, O(1) HUD skill lookups, translation substitutions moved to load time - ForceFullUpdate creates the network service once per broadcast; view-angle guard only skips a genuine (0,0,0) placeholder - Debug hooks/logging only active when DebugMode is enabled (single reused writer) - Player skill state unified to a single collection (fixes a rare disconnect race) - Gamedata signatures resolved lazily/isolated; hardened tick/transmit paths against invalid handles - Description HUD honours always-show / -1 duration consistently across all assignment paths Skills: - Jester: fixed the no-damage effect leaking after a mid-round skill change (Thief/Deactivator) - Jackal: fixed trail entities accumulating over a round - Falcon Eye / Third Eye / Spectator: camera state cleared on disable Also: added missing translation keys as untranslated markers across language files. Fixes #34
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31 changed files with 202 additions and 79 deletions
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@ -39,6 +39,7 @@ namespace src.player.skills
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if (player == null) return;
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ChangeCamera(player, true);
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EntityManager.DestroyPlayerEntities(player.Index);
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cameras.TryRemove(player.Index, out _);
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}
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public static void OnTick()
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