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* 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 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 IStudioRendersalmonik4 days4-1/+182
* World tint: colour dynamic props through m_clrRendersalmonik4 days4-2/+56
* Skybox image: swap red/blue in the uploaded texturesalmonik4 days1-0/+9
* Skybox image: apply HDR colour compensation where materials existsalmonik4 days1-27/+32
* Skybox image: recognise Sky_HDR_DX9 as the HDR sky shadersalmonik4 days1-1/+5
* Skybox image: match HDR sky colour decodesalmonik4 days1-5/+61
* Skybox image: drop Refresh/SetUndefined (crash after apply)salmonik4 days1-22/+11
* Skybox image: power-of-two resize; upload at FRAME_RENDER_STARTsalmonik4 days4-2/+69
* Skybox image: fix HDR sky binding; clip checkbox/arrow drawingsalmonik4 days3-23/+65
* Skybox image: decode PNG ourselves to avoid symbol interpositionsalmonik4 days2-46/+204
* Skybox image: upload via procedural texture, not CreateTextureFromBitssalmonik4 days2-8/+67
* World: replace skybox changer with a PNG skybox imagesalmonik4 days5-191/+294
* World: add skybox changersalmonik4 days6-7/+259