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* No spread: detect pellet draws from the FireBullets seed callsalmonik3 days2-8/+29
* No spread: zero pellet offsets inside FireBulletssalmonik3 days2-0/+72
* Fix No spread on the hl2_complete server buildsalmonik3 days5-20/+157
* Studio: drop the prop draw diagnosticsalmonik3 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
* AI: treat scripted NPCs as neutral; Lamarr neutralsalmonik4 days4-15/+54
* World: add prop tint and fog overridesalmonik4 days6-31/+236
* GUI: add inline colour picker controlsalmonik4 days2-14/+319
* World: add world/sky material colour modulationsalmonik4 days7-8/+343
* Remove temporary crash-stage markerssalmonik4 days3-26/+0
* AI: fix relationship lookup; classify citizen/hacked turretssalmonik4 days4-7/+74
* AI: debug-log NPC relation changessalmonik4 days1-0/+16
* AI: use server relationships to classify NPC friendlinesssalmonik4 days4-10/+114
* Fix undefined fullbright symbols; link with --no-undefinedsalmonik4 days2-1/+36
* Startup crash: skip fullbright command when off; drop bad owner netvars; add ...salmonik4 days4-8/+26
* Fix startup crash: use ClientCmd for fullbright; sanitize owner netvarssalmonik4 days2-27/+15
* World: add Fullbright visual featuresalmonik4 days5-3/+96
* Vischeck: only glass materials are glass; log font/glass diagnosticssalmonik4 days2-3/+11
* GUI: recover invalid fonts; vischeck: props and bulletproof glasssalmonik4 days5-55/+184
* Handles: use the 11-bit networked EHANDLE entity indexsalmonik10 days3-5/+9
* Melee: surface weapon state across maps; reset stale cachessalmonik10 days5-1/+47
* Combat: fix silent-aim spread seed and lead projectilessalmonik11 days3-3/+77
* Item ESP: make 0 = unlimited explicit and persistentsalmonik11 days4-38/+22
* Logging: per-session file and debug-gated verbose logssalmonik11 days11-67/+111
* Item ESP: recover CPhysicsProp model names from the serversalmonik11 days2-4/+21
* Item ESP: fix AR2/RPG/stunstick world-model namessalmonik11 days1-10/+17