| Commit message (Collapse) | Author | Age | Files | Lines |
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Tooltips: text_in() shifted the x position to fit the full string before
truncating, which drew the tooltip text outside its box. Truncate to the
available width first, then clamp inside the clip.
Stucklaunch (Movement):
- opt-in feature (Active off by default) with its own bind;
- holds jump, alternates +use every 2 ticks to regrab a physics prop,
optionally +attack while the gravity gun is active, and air-strafes;
- engagement uses m_hGroundEntity (client netvar) latched for ~0.5 s so the
prop stays active while airborne; falls back to running whenever active if
the netvar is unavailable, with a startup warning to bind it;
- does not spawn or place props; the player supplies the prop and initial
speed.
Config gets [stucklaunch] active/bind/use_spam/gravspam/autostrafe; Reset
restores those defaults. CONTEXT documents the assist and its limits.
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- Toast queue drawn in the top-right by the overlay, independent of the GUI
being open. Info/warn/error colors and 6/9/12 s lifetimes; timers start on
the first painted frame so startup messages are not missed.
- Queue a load toast after install_menu, plus warnings/errors for missing
modules/interfaces/netvars, input hooks, fonts, ISurface, server datamap,
and spread seed support.
- Toast on config reload, reset, bind/unbind and config save failure.
- Config saves now write `config.tmp`, flush, then rename it over the real
file; failures leave the previous config intact.
- config_load reports whether a file was found so Reload can distinguish a
successful reload from a missing file.
- Update CONTEXT and ISURFACE_STATUS for the single GUI, toasts and atomic
config writes.
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- Right-align the footer hint and size the config label from the remaining
width, so "INS close" is no longer truncated.
- Delete the text-tree menu now that the GUI has feature parity: remove the
tree/input/render code, the F1 toggle and menu_force_close.
- Keep only held-key polling for feature binds; poll it every frame from
outer_draw.
- Update CONTEXT/ADR: the GUI is the only menu.
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Replace the dummy preview controls with the actual settings:
- cards bind directly to the feature state and the existing option
variables; Active/Bind now drive the same gates as the text menu;
- every feature persists active+bind, including movement, melee and spread;
- config path and build info are real; Reload config re-reads the INI;
- Reset defaults is two-click, restores feature settings/binds and keeps
the GUI layout;
- window position, category and expanded cards persist under [gui] in the
same config file; layout saves on drag/category/expand/close;
- mouse bind capture handles all five buttons and consumes the click so it
cannot re-arm immediately;
- Active/Bind tooltips and full scancode names.
The old text tree stays on F1 for one verification pass.
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Feedback pass:
- Insert now toggles the GUI; the old text tree moved to F1.
- Remove the title-bar X. Insert is the only close path; Esc only cancels
bind capture.
- Discard accumulated mouse deltas in CInput::CreateMove before the game can
apply them (CInput::ClearStates), so the camera no longer moves for a frame
and snaps back. Also skip ExtraMouseSample and zero relative mouse state
while the GUI is open.
- Strip attack/use/impulse/weapon selection from the command while open;
keep jump, duck and walk. Skip combat command edits (spread seed) too.
- Widen System page buttons so "Reload config" and "Reset defaults" fit.
- Update CONTEXT/ADR for the Insert-only close behavior.
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Feedback pass on the preview shell:
- Freeze the rendered view explicitly in CreateMove and again at
FRAME_RENDER_START; CInput was still letting mouse look move the camera.
- Allow normal WASD/jump/duck movement while the GUI is open; strip
attack/use/impulse/weapon selection so GUI clicks do not fire.
- While bind capture is active, block all game input.
- Esc no longer closes the GUI; it only cancels bind capture. F2 or the
title-bar X close the preview.
- Interpose SDL_ShowCursor / SDL_SetRelativeMouseMode / warp / window grab so
the game cannot re-capture or hide the native cursor while the GUI is open.
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First vertical slice for the custom ISurface GUI:
- window/sidebar/content shell with Movement, Combat, Visuals, Weapons and
System categories;
- cards with dummy Active/Bind, collapsible settings, toggles, sliders,
buttons, bind capture, scrolling and tooltips;
- native OS cursor by releasing SDL relative mode; reasserted while open;
- F2 toggles the preview; Insert still opens the old text tree;
- while the GUI is open, do_move freezes movement/buttons/impulses/view and
skips combat features; ESP and the speed graph keep drawing.
Dummy controls do not touch the real config yet. The text menu is removed
after feature parity in the next pass.
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HL2's CBaseEntity::FireBullets seeds its RNG from the usercmd random_seed
(m_bUseServerRandomSeed is false for HL2 weapons), so the client can select the
8-bit seed that puts CShotManipulator::ApplySpread closest to the center.
- New feature Spread control -> Active / No spread (both default on).
- Precompute the best seed for a single shot and for the shotgun's 8-shot
primary (first pellet accurate) and 12-shot secondary windows using the
engine's own RandomSeed/RandomFloat from libvstdlib.
- Set cmd->random_seed on attack commands; note_modified repairs the CRC.
- The random cone offset is neutralized, but the cone size, the pistol
accuracy penalty, server view punch and any damage falloff remain
server-side; stock HL2 has no distance damage falloff.
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- New feature (default on): while the local player's active weapon is the
crowbar, pick the nearest visible hostile NPC within the 75-unit crowbar
range, sorted by distance to its collision AABB, and attack it through the
normal silent-aim path (usercmd view + IN_ATTACK, movement preserved,
rendered view restored at FRAME_RENDER_START).
- Prefer the nearest visible hitbox center; fall back to the AABB center /
closest point when bones are unavailable. Reuses the existing friendly /
neutral and life-state filters and the world-only vischeck.
- Detect the active weapon from the client m_hActiveWeapon handle, with the
authoritative server m_hActiveWeapon handle as a fallback (client entity
index from the low 16 bits).
- While the crowbar is active and this feature is on, skip the gun aimbot,
triggerbot and silent aim so they do not fight over the usercmd view.
- Menu: Melee killbot -> Active; config [melee] active=...
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The unduck window is only 2 units, while a 625-ups fall moves ~9.3 units per
66.7 Hz movement command, so pure jumpbug is ~20% reliable at that speed.
- Add Jumpbug -> Assist timing (default off). When the natural next command
would skip [36,38], pin the post-command ducked distance to 37 by writing
the vertical velocity for that command. Pure jumpbug remains available with
the option off.
- Resolve the client local m_vecAbsVelocity (0x11C) via the client datamap
and the server m_vecAbsVelocity (0x228) via the server datamap.
- Write both the authoritative server velocity (what SetupMove reads through
GetAbsVelocity) and the local prediction fields, so the next CreateMove sees
the assisted origin on both sides.
- Do not write the server m_vecVelocity directly: the datamap scan finds two
same-named entries (0x1C and 0x29C); SetAbsVelocity syncs it after movement.
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- Predict the landing speed from the current vertical velocity and a swept
standing-hull ground trace; engage only when it exceeds
PLAYER_MAX_SAFE_FALL_SPEED.
- Press duck one command before the unduck window so FinishDuck's 36-unit
origin raise places the feet ~37 units above the floor.
- On the next command release duck and press jump: PlayerMove runs Duck()
before CheckJumpButton, so FinishUnDuck sets ground, the jump executes, and
CheckFalling never sees ground for the fall-damage check.
- Measure the per-command fall from consecutive airborne origins instead of a
fixed tick interval; clear IN_JUMP while waiting so the pogo latch is clear.
- New Movement -> Jumpbug -> Active toggle (default on), config [jumpbug].
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- 0.1 s sampling, 100-sample ring; horizontal speed of the local player
- small (240x64) panel centered in the lower half of the screen
- min 0, max auto-scales to the maximum in the 10 s window; shows max value
- ESP -> Show speed graph toggle, persisted as speedgraph=1
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- rewrite CONTEXT.md for the current architecture, interfaces, netvars,
menu tree, bones/ESP, aimbot/vischeck, triggerbot, silent aim and ABH
- update ISURFACE_STATUS.md: DrawLine slot, current menu/config path,
9 build TUs, current file layout
- remove the stale root-level `tree` file
- drop unused class_health_off/per-class health scan (NPC HP is not
networked), surf_call_slot, and unused scancode helpers
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