v1.2.3.b5

## GENERAL
- The HUD loop now runs on the shared 16 Hz frame gate (SkillUtils.IsHudFrame) instead of keeping its own every-other-tick schedule, and fifteen skills that were refreshing their HUD on every single tick were moved onto that same gate.
- Added SkillData.GetSnapshot(), a cached array of the registered skills, so the HUD no longer copies the whole skill bag every frame. The cache is invalidated together with the existing lookup map, so a reload still picks up new skills.
- Added SkillUtils.ForceFullUpdateToAllChunked(), which spreads a full network update across frames (two clients per frame) instead of pushing one for every connected client in a single tick. The original ForceFullUpdateToAll is untouched, so the six skills that already call it keep their current behaviour.
- BlastShot, Cypher and Iana now clear their HUD line in DisableSkill, so a stale line can no longer survive the skill being taken away.

## FIXES
- SoundMaker threw a divide-by-zero on every tick when its cooldown was configured as 0, because the tick gate divides by that value. The cooldown is now clamped to at least 1.
- Regeneration and RadarHack were calling the wrong SkillsInfo.DefaultSkillInfo overload, which silently dropped disableOnFreezeTime, requiredPermission, hudDuration, descriptionHudDuration, maxPerServer and rarity. Every configured field now reaches the base class, so those two skills finally honour their own config.
- Falcon Eye blocked the trigger on the wrong side of the check: picking up a weapon while back in the normal view locked primary and secondary fire, because the pickup handler tested for the player being in their own view instead of in the skill camera.
- Spectator locked primary and secondary fire when its camera could not be created at all, which happens when no enemy is alive to spectate. The player stayed in the normal view with a weapon that would not fire until the round ended.

## SKILL IMPROVEMENTS
- Wallhack:
  -- The glow build and the full network update now start when freeze time ends and are spread across frames, instead of running in a single tick the moment the skill is handed out. On a busy server this used to cost roughly 13 ms in one frame, close to a dropped tick at 64 tick; across four grants in an eight-hour session it no longer reaches the 2 ms profiler threshold at all.
- Jackal:
  -- CheckTransmit resolves the trail relays once per frame rather than once per viewer, so the same entity lookups are no longer repeated for every client on the server.
  -- Removed an opponent list that was gathered in EnableSkill and never used.
- ThrowingKnife:
  -- CheckTransmit builds the knife glow list once per frame, and the viewer index is resolved once per client instead of once per knife.
- Glaz:
  -- The observer target is only resolved for players who do not own the skill themselves, and the lookup now bails out early when there is no observer target at all.
- RadarHack and QuickShot:
  -- The skill check runs before the validity check, so players without the skill are skipped immediately instead of being fully validated first.
- Distancer, HealingChicken and SoundMaker:
  -- These now return straight away while nobody holds the skill, rather than walking the player list every tick.

## DEBUG
- Removed the [HITGROUP] mismatch check. Every recorded case was accounted for: ten were Aimbot rewriting the hit group as designed, and thirteen were non-bullet skill damage, which reports a generic hit group by nature. Dropping the check also removes a dictionary write from every damage event.
- Removed the identity-split tag from the damage log. It was dead by construction, because the victim controller had already been routed before the comparison ran, so it could never report a difference.
- Removed the player-shoot handler, which produced no output on this build.
- [DMG] lines now print the routing fields only when the routed index actually differs from the original one, so the check remains as a tripwire without adding noise to every line.

## TRANSLATIONS
- Turkish: reworded sixty-two entries that padded their sentences with second-person verb endings, dropped the English glosses left in parentheses, and settled every [css_useSkill] line into one shape. Also fixed genuine typos in Dracula, Giant, Thorns and Impostor.
- All eight languages received the strings for the four new skills. (AI)

## NEW SKILLS:
- Chameleon: The first player you kill gives you their skill.
- Grapple Hook: Press [css_useSkill] to fire a hook at the point you are aiming at and pull yourself there.
- Inheritance: When a teammate dies you can take over their skill.
- Ricochet: Your bullets bounce off walls and can still hit enemies.
This commit is contained in:
ByDexter 2026-08-06 04:21:39 +03:00
parent 7b4eff1dba
commit 709ed95614
59 changed files with 2248 additions and 458 deletions

View file

@ -71,6 +71,11 @@
"catapult_desc": "你有随机几率将敌人向上弹射",
"catapult_desc2": "你击中敌人将其弹射的几率是:{0}%",
"chameleon": "变色龙",
"chameleon_desc": "你击杀的第一名玩家会把技能传给你",
"chameleon_copied_info": "已复制技能:{0}",
"chameleon_wrong_team_info": "'{0}' 的技能你的队伍无法使用。",
"chicken": "小鸡",
"chicken_desc": "你获得小鸡模型 + 移动速度提高10% - 50生命值",
@ -201,6 +206,11 @@
"godmode_off": "无敌状态已禁用",
"godmode_on": "无敌状态已启用",
"grapple": "钩爪",
"grapple_desc": "按 [css_useSkill] 向准星所指位置发射钩爪并将自己拉过去",
"grapple_no_anchor_info": "没有可以钩住的表面。",
"grapple_pulling_info": "拉动中",
"grenadier": "投弹手",
"grenadier_desc": "你拥有无限高爆手雷",
@ -237,6 +247,11 @@
"infiniteammo": "无限弹药",
"infiniteammo_desc": "你为所有武器获得无限弹药",
"inheritance": "继承",
"inheritance_desc": "当队友阵亡时,你可以接管他的技能",
"inheritance_select_info": "选择要继承的技能:",
"inheritance_player_info": "你继承了 '{0}' 的技能。",
"jackal": "追踪者",
"jackal_desc": "每个对手都会留下痕迹",
@ -418,6 +433,9 @@
"richboy": "富少",
"richboy_desc": "回合开始时你获得随机数量的钱",
"ricochet": "跳弹",
"ricochet_desc": "你的子弹会从墙上弹开,并且仍能击中敌人",
"robinhood": "罗宾汉",
"robinhood_desc": "对敌人造成伤害会偷取他们的钱",