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* Netvars: handle RecvPropArray3 array propssalmonik4 days1-3/+27
* Items: hide full ammo pickups; robust close-target projectionsalmonik4 days4-36/+233
* Clip transition and radius lines at the near planesalmonik4 days2-20/+89
* Fix overlay-vanishing projections; ammo rule via held weaponssalmonik4 days2-33/+77
* Items: fallen owned weapons count as ammo; fuse diagnosticssalmonik4 days3-8/+122
* Add usable item filter, projectile ESP and gravity-gun meleesalmonik4 days8-35/+429
* Remove gamma slider; keep HDR brightnesssalmonik4 days5-72/+19
* Add HDR tonemap brightness slidersalmonik4 days5-17/+52
* Gamma: clamp slider to the engine's 2.6 cap, defer readbacksalmonik4 days4-13/+46
* Transitions: per-trigger targets and 3D wireframe; FOV range fixessalmonik4 days5-57/+82
* Add ESP, aim, view and movement batchsalmonik4 days9-68/+815
* No spread: detect pellet draws from the FireBullets seed callsalmonik4 days2-8/+29
* No spread: zero pellet offsets inside FireBulletssalmonik4 days2-0/+72
* Fix No spread on the hl2_complete server buildsalmonik4 days5-20/+157
* Studio: drop the prop draw diagnosticsalmonik4 days1-7/+0
* ESP: render damage tags as small left-side labelssalmonik4 days4-7/+47
* Props: forward DrawModel's modelOrigin argumentsalmonik4 days1-3/+16
* ESP: classify NPC damage immunity/armour/vulnerabilitysalmonik4 days6-8/+118
* Props: remove studio diagnostics; document the prop tint pathsalmonik4 days2-25/+21
* Props: force colour inside prop DrawModel; no prop material tintsalmonik4 days2-8/+11
* Props: install the studio hooks againsalmonik4 days1-0/+2
* Props: only substitute colour during studio draws (no forced set)salmonik4 days1-19/+11
* Props: disable StudioRender hooks, fix m_clrRender offsetsalmonik4 days3-6/+60
* Props: match the studio model name formatsalmonik4 days1-1/+12
* Diagnose prop tinting: log prop materials and studio draw model namessalmonik4 days2-3/+15
* Props: tint through DrawModel/DrawModelArray; drop m_clrRender writessalmonik4 days2-56/+55
* World tint: include props/ materials; log static studio drawssalmonik4 days2-2/+18
* World tint: tint map-static props through IStudioRendersalmonik5 days4-1/+182
* World tint: colour dynamic props through m_clrRendersalmonik5 days4-2/+56
* Skybox image: swap red/blue in the uploaded texturesalmonik5 days1-0/+9
* Skybox image: apply HDR colour compensation where materials existsalmonik5 days1-27/+32
* Skybox image: recognise Sky_HDR_DX9 as the HDR sky shadersalmonik5 days1-1/+5
* Skybox image: match HDR sky colour decodesalmonik5 days1-5/+61
* Skybox image: drop Refresh/SetUndefined (crash after apply)salmonik5 days1-22/+11
* Skybox image: power-of-two resize; upload at FRAME_RENDER_STARTsalmonik5 days4-2/+69
* Skybox image: fix HDR sky binding; clip checkbox/arrow drawingsalmonik5 days3-23/+65
* Skybox image: decode PNG ourselves to avoid symbol interpositionsalmonik5 days2-46/+204
* Skybox image: upload via procedural texture, not CreateTextureFromBitssalmonik5 days2-8/+67
* World: replace skybox changer with a PNG skybox imagesalmonik5 days5-191/+294
* World: add skybox changersalmonik5 days6-7/+259
* AI: treat scripted NPCs as neutral; Lamarr neutralsalmonik5 days4-15/+54
* World: add prop tint and fog overridesalmonik5 days6-31/+236
* GUI: add inline colour picker controlsalmonik5 days2-14/+319
* World: add world/sky material colour modulationsalmonik5 days7-8/+343
* Remove temporary crash-stage markerssalmonik5 days3-26/+0
* AI: fix relationship lookup; classify citizen/hacked turretssalmonik5 days4-7/+74
* AI: debug-log NPC relation changessalmonik5 days1-0/+16
* AI: use server relationships to classify NPC friendlinesssalmonik5 days4-10/+114
* Fix undefined fullbright symbols; link with --no-undefinedsalmonik5 days2-1/+36
* Startup crash: skip fullbright command when off; drop bad owner netvars; add ...salmonik5 days4-8/+26