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* docs: record the settings table in the planHEADmastersalmonik32 hours1-5/+13
* Config: generate save/load/reset from one settings tablesalmonik32 hours3-510/+238
* docs: record the esp.cpp split in the plansalmonik32 hours1-6/+13
* ESP: finish the split into entity, combat, item and projectile unitssalmonik32 hours4-1516/+1552
* ESP: extract item ESP into its own translation unitsalmonik32 hours3-814/+822
* ESP: extract projectile ESP into its own translation unitsalmonik32 hours3-374/+416
* Headers: split the shared header by declaration groupsalmonik32 hours5-436/+477
* Hooks: central vtable install with restore supportsalmonik32 hours7-61/+147
* Chams: leave engine-forced material passes alonesalmonik32 hours2-4/+33
* Fix audit findings: crash safety, correctness, rendering, performancesalmonik33 hours19-445/+2217
* Items: log the usable ammo table oncesalmonik2 days1-0/+14
* Items: server ammo counts and frag-grenade typesalmonik2 days2-11/+37
* Items: keep health chargers visible, add charger diagnosticssalmonik2 days3-13/+55
* Grenade trajectory: actual grenade state, full-length path, rounder ringssalmonik3 days4-34/+101
* Charger juice: resolve per-class offsetssalmonik3 days3-16/+71
* Add grenade trajectory, RPG armour priority, empty chargers, mega gravity gunsalmonik3 days7-17/+232
* Chams: working alpha via RenderView blend and a custom VMTsalmonik3 days6-36/+210
* Chams: real additive material, addref cached materialssalmonik3 days2-50/+37
* Chams: make Fullbright a white-hot additive glowsalmonik3 days2-12/+3
* Chams: per-colour alpha and a softer viewmodel additive basesalmonik3 days5-66/+178
* Chams: keep additive viewmodel visible on bright backgroundssalmonik3 days2-0/+17
* Chams: use the model solid shader for flat, drop vgui/whitesalmonik3 days2-23/+12
* Chams: fix the flat viewmodel, glow outline and fullbright stylessalmonik3 days2-15/+39
* Chams: per-relationship, visible/invisible styles and viewmodelsalmonik3 days6-105/+228
* Chams: apply model-safe styles to the viewmodelsalmonik3 days1-5/+11
* Chams: use the loaded VGUI whites for flat and additivesalmonik3 days2-8/+10
* Chams: preload style materials outside the model drawsalmonik3 days4-29/+53
* Chams: style flags on the resident debug materialsalmonik3 days2-31/+43
* Chams: model-safe styles and a dedicated viewmodel materialsalmonik3 days5-15/+32
* Chams: exact material styles, GUI dropdown, viewmodel hookupsalmonik3 days3-44/+180
* Chams: material styles and viewmodel supportsalmonik3 days6-30/+89
* Chams: quiet material lookup, accept any fallback by namesalmonik3 days2-11/+11
* Chams: tint through $color/$color2 and log the chosen materialsalmonik3 days3-11/+31
* Chams: material fallbacks and FindMaterial diagnosticssalmonik3 days1-10/+31
* Add chamssalmonik3 days10-73/+224
* Items: skip the CNetworkArray length header for m_iAmmo/m_hMyWeaponssalmonik3 days2-3/+12
* Items/projectiles: ammo diagnostics, dispensers, launched RPGsalmonik3 days1-7/+35
* Items: read ammo and inventory from the server arrayssalmonik3 days4-12/+73
* Netvars: catch array element props and log the walksalmonik3 days1-28/+58
* Netvars: handle RecvPropArray3 array propssalmonik3 days1-3/+27
* Items: hide full ammo pickups; robust close-target projectionsalmonik3 days4-36/+233
* Clip transition and radius lines at the near planesalmonik3 days2-20/+89
* Fix overlay-vanishing projections; ammo rule via held weaponssalmonik3 days2-33/+77
* Items: fallen owned weapons count as ammo; fuse diagnosticssalmonik3 days3-8/+122
* Add usable item filter, projectile ESP and gravity-gun meleesalmonik3 days8-35/+429
* Remove gamma slider; keep HDR brightnesssalmonik3 days5-72/+19
* Add HDR tonemap brightness slidersalmonik3 days5-17/+52
* Gamma: clamp slider to the engine's 2.6 cap, defer readbacksalmonik3 days4-13/+46
* Transitions: per-trigger targets and 3D wireframe; FOV range fixessalmonik3 days5-57/+82
* Add ESP, aim, view and movement batchsalmonik3 days9-68/+815