Upstream replaced RayTraceApi/RayTraceImpl with CounterStrikeSharp's own Trace API
(CSS 1.0.375), so RayTrace-MM and RayTrace-CSS-API are no longer needed. Also brings the
CS2 1.41.8.3 gamedata fixes and the No Recoil, Long Zeus, Long Knife, Fragile Bomb and
Tripwire fixes.
Kept from this fork: Panorama skill card and target menu (PanoramaManager), css_setoverride,
WASDMenuAPI removed, no tracked "Server Files" build output. Version 1.2.4.b3-panorama1.
#### Compatibility
* **CounterStrikeSharp v1.0.375** - after the CS2 update, RayTraceImpl stopped working. All traces now use CounterStrikeSharp's native `Trace` API, so **RayTrace-CSS-API and RayTrace-MM are no longer required**. `RayTraceApi.dll` was removed from the project and the Ray-Trace step was removed from the README install guide.
* **Gamedata** - CS2 1.41.8.3 broke the Windows `HEGrenadeProjectile_CreateFunc`, `CMolotovProjectile_CreateFunc` and `SnapViewAngles` signatures, and the Linux `SmokeGrenadeProjectile_CreateFunc` signature. `INetworkGameServer_Slots` moved from 584 to 616 on both platforms; the old value read a garbage size and pointer without throwing. All signatures now match exactly one function on both platforms, and the offsets were confirmed at runtime.
#### Skills
* **No Recoil** - the client received `weapon_accuracy_nospread`, but the server still applied spread, so the crosshair looked straight while bullets spread. The weapon's spread and inaccuracy values are now also zeroed on the server for that tick. Weapon data is shared per weapon type, so a weapon type is only patched while no other living player holds the same type; the values are restored on the next tick, at map end and on unload.
* **Long Zeus** - kills went through suicide, so they did not count as Zeus kills and the ragdoll was marked `world`. The suicide damage is now rewritten to the attacker's Zeus with shock damage, so the engine credits the kill natively (killfeed, kill sound, scoreboard, ragdoll). The victim's body also gets the electric shock effect, which the engine only plays on real Taser hits.
* **Long Knife** - long-range slashes now draw a tracer to where they hit.
* **Fragile Bomb** - the bomb position was only stored by the `bomb_planted` event, which is sent only to skills active at that moment, so receiving the skill after the plant never detected hits. The planted bomb is now looked up when needed. Hits were also measured from the impact point, so shots passing through the bomb and landing behind it were missed; the bullet's path is now checked instead.
* **Tripwire** - wires stayed visible after the skill changed. Beams were hidden from clients in the same tick they were cleared, so the "hide" update never reached the client. Beams are no longer hidden from clients before removal.
#### Reliability
* **Skill distribution** - an exception thrown during skill assignment aborted the round's distribution silently. It is now caught, logged and retried. Spectators without a pawn no longer count as connected players, which had caused unnecessary retries.
- ModuleVersion 1.2.4.b2-panorama1; the startup version check and its download link now use
git.zio.sh/cs2/jRandomSkills releases instead of upstream's GitHub
- updater.json lists the release
- Remove the unused WASDMenuAPI project from the solution and repo, and its README credit
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