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* Chams: per-colour alpha and a softer viewmodel additive basesalmonik3 days1-10/+16
* Chams: keep additive viewmodel visible on bright backgroundssalmonik3 days1-0/+5
* Chams: use the model solid shader for flat, drop vgui/whitesalmonik3 days1-11/+10
* Chams: fix the flat viewmodel, glow outline and fullbright stylessalmonik3 days1-6/+10
* Chams: per-relationship, visible/invisible styles and viewmodelsalmonik3 days1-29/+24
* Chams: use the loaded VGUI whites for flat and additivesalmonik3 days1-6/+8
* Chams: style flags on the resident debug materialsalmonik3 days1-12/+9
* Chams: model-safe styles and a dedicated viewmodel materialsalmonik3 days1-5/+11
* Chams: exact material styles, GUI dropdown, viewmodel hookupsalmonik3 days1-6/+9
* Chams: material styles and viewmodel supportsalmonik3 days1-6/+11
* Chams: tint through $color/$color2 and log the chosen materialsalmonik3 days1-4/+9
* Add chamssalmonik3 days1-0/+19
* Items: skip the CNetworkArray length header for m_iAmmo/m_hMyWeaponssalmonik3 days1-0/+6
* Items: read ammo and inventory from the server arrayssalmonik3 days1-7/+8
* Items: hide full ammo pickups; robust close-target projectionsalmonik4 days1-5/+13
* Clip transition and radius lines at the near planesalmonik4 days1-2/+5
* Fix overlay-vanishing projections; ammo rule via held weaponssalmonik4 days1-4/+14
* Items: fallen owned weapons count as ammo; fuse diagnosticssalmonik4 days1-1/+9
* Add usable item filter, projectile ESP and gravity-gun meleesalmonik4 days1-7/+35
* Remove gamma slider; keep HDR brightnesssalmonik4 days1-12/+10
* Add HDR tonemap brightness slidersalmonik4 days1-8/+9
* Gamma: clamp slider to the engine's 2.6 cap, defer readbacksalmonik4 days1-5/+10
* Transitions: per-trigger targets and 3D wireframe; FOV range fixessalmonik4 days1-6/+13
* Add ESP, aim, view and movement batchsalmonik4 days1-1/+68
* No spread: detect pellet draws from the FireBullets seed callsalmonik4 days1-3/+7
* No spread: zero pellet offsets inside FireBulletssalmonik4 days1-0/+8
* Fix No spread on the hl2_complete server buildsalmonik4 days1-2/+13
* ESP: render damage tags as small left-side labelssalmonik4 days1-2/+12
* ESP: classify NPC damage immunity/armour/vulnerabilitysalmonik4 days1-0/+18
* Props: remove studio diagnostics; document the prop tint pathsalmonik4 days1-5/+21
* Skybox image: power-of-two resize; upload at FRAME_RENDER_STARTsalmonik4 days1-1/+7
* Skybox image: fix HDR sky binding; clip checkbox/arrow drawingsalmonik4 days1-3/+13
* Skybox image: decode PNG ourselves to avoid symbol interpositionsalmonik4 days1-5/+10
* Skybox image: upload via procedural texture, not CreateTextureFromBitssalmonik4 days1-2/+7
* World: replace skybox changer with a PNG skybox imagesalmonik4 days1-14/+19
* World: add skybox changersalmonik4 days1-0/+15
* AI: treat scripted NPCs as neutral; Lamarr neutralsalmonik4 days1-0/+9
* World: add prop tint and fog overridesalmonik4 days1-3/+23
* GUI: add inline colour picker controlsalmonik4 days1-0/+7
* World: add world/sky material colour modulationsalmonik4 days1-3/+22
* AI: fix relationship lookup; classify citizen/hacked turretssalmonik4 days1-0/+7
* AI: use server relationships to classify NPC friendlinesssalmonik4 days1-0/+13
* World: add Fullbright visual featuresalmonik4 days1-0/+14
* GUI: recover invalid fonts; vischeck: props and bulletproof glasssalmonik4 days1-2/+9
* Handles: use the 11-bit networked EHANDLE entity indexsalmonik11 days1-0/+4
* Melee: surface weapon state across maps; reset stale cachessalmonik11 days1-0/+6
* Combat: fix silent-aim spread seed and lead projectilessalmonik11 days1-1/+6
* Item ESP: make 0 = unlimited explicit and persistentsalmonik11 days1-2/+3
* Logging: per-session file and debug-gated verbose logssalmonik11 days1-3/+11
* Item ESP: recover CPhysicsProp model names from the serversalmonik11 days1-0/+3