FullAuto
Toggle full-auto fire on any semi-auto weapon. Rebindable toggle key (Backslash by default), per-weapon memory, on-screen popup. Configurable in BepInEx config.
By Coruscnium
CHANGELOG
Changelog
1.3.0 (2026-07-18)
Added
- Found Sparroh's lovely lovely ModSettingsMenu, and integrated FullAuto's settings into it. Now depends on it.
- Toggle key binding and popup offset can be edited live via the F10 config overlay — no restart needed
- FileSystemWatcher + Config.Reload() hot-reload pattern (ModSettingsMenu's own ConfigFile instance wouldn't propagate changes)
- PluginName changed to "FullAutoMod" so ModSettingsMenu's substring-based config matching can find it
- ConfigEntry type changed to string so ModSettingsMenu's plain-text editor can write to it
1.2.0 (2026-07-17)
Changed
- Simplified fire mode labels: only "Default" and "Full-Auto (Override)" shown (removed burst/charge mode detection)
1.1.1 (2026-07-17)
Fixed
- MycoMod flags now use the real game attribute from Assembly-CSharp.dll instead of a local copy — game now correctly recognizes mod as client-side only
1.1.0 (2026-07-17)
Changed
- Attempted MycoMod flags fix with local attribute definition (didn't work — game checks its own assembly's attribute type)
1.0.0 (2026-07-17)
Added
- Initial release
- Per-weapon full-auto toggle via Backslash key
- Quick press to toggle between Default and Full-Auto (Override)
- Hold (1s+) to preview current fire mode
- On-screen popup showing current fire mode
- Configurable toggle key and popup position via BepInEx config