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19 commits

Author SHA1 Message Date
ByDexter
b2d2c5bf9a v1.2.3.b6
New skills (9)
- Bounty: put a cash price on an enemy's head, the killer collects it.
- EmpGrenade: grenade victims lose radar and crosshair for a while.
- GravityDecoy: the decoy alters gravity for everyone in its radius.
- Heavyweight: immune to push and slow effects from other skills.
- Nemesis: the marked player takes extra damage from everyone.
- Punisher: banks part of the damage you take and releases it on your next hit.
- Rewind: drop a marker and teleport back to it shortly after.
- TrueArmor: armor absorbs part of incoming damage instead of health.
- Voodoo: the marked enemy shares the damage you take.

Shared systems
- DecoyRing: reusable ground ring so decoy skills show their real area of effect. Adopted by FireRain, FrozenDecoy, GravityDecoy and MagneticDecoy.
- WeaponPool: single cached weapon classification (rifle/pistol/grenade) with a normalizing lookup, backed by the new config Weapons section. Replaces the duplicated hardcoded arrays in Assassin, Chicken, Ghost, NoNades, PrimaryBan, RandomWeapon, SniperElite and WeaponsSwap. [because of compatibility with WeaponRestrict]
- HUD suppression registry in SkillUtils: crosshair and radar hiding is now refcounted per owner, so overlapping skills (Glitch, Jammer, EmpGrenade) cannot restore each other's state early.
- SkillUtils.ResolveHiddenPawns: shared invisible-pawn resolution for C4Camouflage, Ghost and Ninja.
- Config gained a Weapons section with automatic migration for existing installs, plus a per-skill DisableOnPistolRound switch honoured by both the round draw and css_setskill.

Sound
- Volume rebalance
- Add SkillUtils.EmitSoundToPlayer with a private RecipientFilter. A null filter had been broadcasting every skill sound to all clients. Migrated 16 call sites: Poison, DemonEye, ToxicSmoke, CarefulBullets, Thorns, HotBomb, LastGasp, LongKnife, Nightmare, Jester, Tripwire, Medic, HealingSmoke, Rewind, Watchmaker.
- New effects: LongKnife knife-hit feedback (Weapon_Knife.Hit.Heavy/Light), Grapple hook impact, Fortnite barricade placement, Ricochet bounce, Nightmare cursed tone, Replicator/Illusionist spawn, PsychicDefusing defuse cue, TakeAmmo pickup, Tripwire and Jammer trigger tones.
- 29 skills gained a configurable SoundVolume, LongKnife also HitSoundVolume.
- Grapple: emit the hook impact at the hook entity instead of at the owner so the enemy team can locate it.
- PawelJumper: the engine already plays the first jump, only extra jumps emit.

Models and visuals
- Grapple: real hook model with configurable hookScale and hookEmbed so the hook sits in the surface it hit.
- Pilot: glowing exhaust trail parented to the pawn, active only while airborne.

Performance
- SkillsInfo.GetValue now resolves through a ConcurrentDictionary cache instead of reflecting on every call; invalidated on config reload.
- HUD render cache keyed on player, config, description flag and the three source lines; identical frames skip the rebuild.
- Glaz.CheckTransmit: hoist smoke index resolution out of the per-viewer loop and build the pawn-owner map lazily.
- playersSkills switched from ConcurrentBag to HashSet<Skills>, turning the NoRepeat filter from an O(n) scan into a set lookup.

Fixes
- NoRepeat could hand a player two or three skills in one round because the history bag was never deduplicated; the HashSet rewrite closes it.
- SniperElite: restore the saved weapon after the halftime team swap instead of dropping it on the pistol round.
- Illiterate: the holder alert now reaches chat and is exempt from its own scrambler via PrintToChat(ignoreIlliterate).
- EntityManager.DestroyBeam: zero out width and render colour before the kill so beams cannot linger visibly, with a next-frame Remove fallback.
- Ricochet: drop all 18 diagnostic Trace calls and the Trace helper; the skill measured stable over 48h and the tracing dominated the debug log.

Debug
- Tag round start, round end and freeze-time-end lines with [WARMUP] so warmup load is separable from live rounds.
2026-08-09 00:37:02 +03:00
ByDexter
709ed95614 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.
2026-08-06 04:21:39 +03:00
ByDexter
db7108517a v1.2.3.b4
- Curses are now tracked at all times and cleared when a player leaves, so a curse can no longer stick to whoever joins into that player slot afterwards
- Wallhack and Nightmare no longer shows up for the whole server during the round start skill reveal
- One skill throwing during round cleanup no longer cancels the rest of the cleanup or leaves entity kills suppressed for the rest of the map
- Fixed the TakeAmmo crash on map change while restoring weapon reserve ammo
- Friendly fire reduction now applies to BlastShot, DeathBomb, ExplodingBarrel, ExplosiveShot and ToxicSmoke
- FireRain molotovs now land around the decoy instead of on nearby rooftops, and the fire keeps its owner and team so friendly fire rules apply to it
- Teammates can no longer shoot the chickens spawned by HealingChicken
- Fortnite wall now spawns with its model and health set up front, so it takes the configured amount of damage instead of breaking on the first bullet
- JetKick, CarefulBullets and WildThrow now clean up after their target disconnects
2026-08-03 01:25:04 +03:00
ByDexter
0e86f54e0a v1.2.3.b1
Revive skills (Second Chance / Phoenix / Re-Zombie) — unified "on death" logic:
- Intercept the lethal hit before it is applied. Previously they reacted after the death was already committed, so one-shots, fall damage and skill-based kills were missed (Phoenix and Re-Zombie were rewritten from a post-death handler to pre-damage interception).

Killer Flash:
- Kills through real damage instead of forcing a suicide, so revive skills can intercept.

Baseball:
- Fixed a rare server crash from decoy grenades: a freed decoy's entity index could be reused by another entity and written to (use-after-free). Decoy tracking is now validated per tick (DesignerName gate) and cleared every round.

Native crash hardening:
- Aimbot: guard the hit-group native pointer before writing (avoids writing to freed/null memory).
- Wallhack: detach the glow when the target dies or disconnects (stale FollowEntity on a freed pawn).
- Spectator / Cypher / FalconEye / ThirdEye: null-guard the camera SceneNode walk and re-validate the target before teleport/parent (cross-frame freed-entity deref).
- CServerSideClient.ForceFullUpdate now bails on a null client handle.

Performance:
- Added a per-tick player/bomb cache (PlayerManager.GetTickPlayers / GetTickBomb).
- Migrated 82 skills from per-skill Utilities.GetPlayers() to the one shared per-tick scan, and the HUD loop reuses it. Much lower per-tick cost at high player counts (verified 10v10).

RayTrace:
- Prints a single notice when the module is not installed; dependent skills (Long Zeus, Long Knife, Iana, Cypher, Noclip, Shade + the skill-use aim check) no-op instead of failing silently (#43).
2026-07-26 17:49:36 +03:00
Juzlus
b4e70ea0a1 Add per-skill HUD duration overrides
Introduce optional `HudDuration` and `DescriptionHudDuration` fields in skill config metadata and propagate them through all skill config constructors and `skillsInfo.json`.
2026-07-13 21:38:23 +02:00
Juzlus
46195c2663 v1.2.2.b1 2026-05-24 23:13:56 +02:00
Juzlus
0fb3d63cd8 fighting crashes #1 2026-04-28 18:58:21 +02:00
Juzlus
10dbf6629e v1.21.1.b8 2026-04-26 10:36:05 +02:00
Juzlus
868372e6b7 v1.1.9 2025-11-08 00:03:32 +01:00
Juzlus
ac53655184 v1.1.7 2025-09-24 03:18:32 +02:00
Juzlus
04a4fdce0d v.1.1.7 2025-09-23 04:53:25 +02:00
Juzlus
2102f0581f v1.1.5 2025-09-15 23:58:34 +02:00
Juzlus
714624d96a v1.0.4 2025-09-13 01:00:31 +02:00
Juzlus
898f86f888 v1.0.4 2025-09-12 02:24:04 +02:00
Juzlus
e33975fe8b Refactor skill lookup logic and vote system, update language files
Refactored command handling to improve player and skill lookup logic, replaced some list operations with direct queries, and updated method signatures for clarity and null safety. The vote system was reworked to support more robust vote tracking, cooldowns, and localized chat messages. Language files were updated to add new vote-related translations. Various code style and nullability improvements were made throughout the plugin.
2025-09-04 04:53:23 +02:00
Juzlus
54b265d43d pre v1.1.2 2025-09-03 04:20:40 +02:00
Juzlus
26cb787b57 v1.1.0 2025-08-29 02:41:39 +02:00
Juzlus
6b8988ade4 WIP 2025-08-21 02:12:25 +02:00
Juzlus
576cee8cfb v1.0.3 2025-02-25 01:49:34 +01:00