• 0.8.57 5159a2c240

    MatchZy 0.8.57
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    Ghost released this 2026-07-18 09:30:16 +02:00 | 97 commits to main since this release

    0.8.57

    July 17, 2026

    • Fixed .bot spawning two bots at once: the redundant bot_join_team before bot_add_t/bot_add_ct spawned an extra bot, and bot_quota_mode normal then refilled any kicked extra. .bot now adds exactly one bot (quota is pinned to the tracked bot count).
    • Practice now disables the round's team-damage penalties (autokick / team-damage warn/kick / TK punish), so grenade / molotov / friendly-fire testing no longer risks a kick.
    • Fixed a lingering ghost body in practice: a player who disconnects mid-practice could leave an orphaned pawn (the round is kept alive so the engine does not always reap it). The disconnecting pawn is now removed on the next frame.
    • The ready-status display is controlled by a single convar, matchzy_ready_hint_style: 0 = classic center text (default), 1 = HTML READY-UP panel with the native warmup suppressed (panel shows its own WARMUP badge and no native pill, at the cost of a frozen 1:00 round timer top-center). This folds in the old matchzy_ready_hide_warmup_hud toggle (retired) and the experimental matchzy_ready_block_warmup_announce (removed); both are auto-removed from an existing config.cfg on update. Note: hiding the native warmup is what forces CS2 to draw the round timer, and no server value can blank it, hence the frozen 1:00.
    • Hardened practice spawn loading (.prac): the spawn scan is now materialized and guarded so it cannot crash the command (fixes an ArrayTypeMismatchException seen when running under the AcceleratorCSS Harmony tracer).
    • Fixed the ready phase after a live plugin reload (css_plugins unload/load): per-player ready state and the gamerules warmup state are now restored on hot reload, so the ready hint counts connected players (with the NotReady list) and displays correctly instead of reading 0/0 or staying invisible until a round restart.
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