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45 hoursFix audit findings: crash safety, correctness, rendering, performancesalmonik19-445/+2217
3 daysItems: log the usable ammo table oncesalmonik1-0/+14
3 daysItems: server ammo counts and frag-grenade typesalmonik2-11/+37
3 daysItems: keep health chargers visible, add charger diagnosticssalmonik3-13/+55
4 daysGrenade trajectory: actual grenade state, full-length path, rounder ringssalmonik4-34/+101
4 daysCharger juice: resolve per-class offsetssalmonik3-16/+71
4 daysAdd grenade trajectory, RPG armour priority, empty chargers, mega gravity gunsalmonik7-17/+232
4 daysChams: working alpha via RenderView blend and a custom VMTsalmonik6-36/+210
4 daysChams: real additive material, addref cached materialssalmonik2-50/+37
4 daysChams: make Fullbright a white-hot additive glowsalmonik2-12/+3
4 daysChams: per-colour alpha and a softer viewmodel additive basesalmonik5-66/+178
4 daysChams: keep additive viewmodel visible on bright backgroundssalmonik2-0/+17
4 daysChams: use the model solid shader for flat, drop vgui/whitesalmonik2-23/+12
4 daysChams: fix the flat viewmodel, glow outline and fullbright stylessalmonik2-15/+39
4 daysChams: per-relationship, visible/invisible styles and viewmodelsalmonik6-105/+228
4 daysChams: apply model-safe styles to the viewmodelsalmonik1-5/+11
4 daysChams: use the loaded VGUI whites for flat and additivesalmonik2-8/+10
4 daysChams: preload style materials outside the model drawsalmonik4-29/+53
4 daysChams: style flags on the resident debug materialsalmonik2-31/+43
4 daysChams: model-safe styles and a dedicated viewmodel materialsalmonik5-15/+32
4 daysChams: exact material styles, GUI dropdown, viewmodel hookupsalmonik3-44/+180
4 daysChams: material styles and viewmodel supportsalmonik6-30/+89
4 daysChams: quiet material lookup, accept any fallback by namesalmonik2-11/+11
4 daysChams: tint through $color/$color2 and log the chosen materialsalmonik3-11/+31
4 daysChams: material fallbacks and FindMaterial diagnosticssalmonik1-10/+31
4 daysAdd chamssalmonik10-73/+224
4 daysItems: skip the CNetworkArray length header for m_iAmmo/m_hMyWeaponssalmonik2-3/+12
4 daysItems/projectiles: ammo diagnostics, dispensers, launched RPGsalmonik1-7/+35
4 daysItems: read ammo and inventory from the server arrayssalmonik4-12/+73
4 daysNetvars: catch array element props and log the walksalmonik1-28/+58
4 daysNetvars: handle RecvPropArray3 array propssalmonik1-3/+27
4 daysItems: hide full ammo pickups; robust close-target projectionsalmonik4-36/+233
4 daysClip transition and radius lines at the near planesalmonik2-20/+89
4 daysFix overlay-vanishing projections; ammo rule via held weaponssalmonik2-33/+77
4 daysItems: fallen owned weapons count as ammo; fuse diagnosticssalmonik3-8/+122
4 daysAdd usable item filter, projectile ESP and gravity-gun meleesalmonik8-35/+429
4 daysRemove gamma slider; keep HDR brightnesssalmonik5-72/+19
4 daysAdd HDR tonemap brightness slidersalmonik5-17/+52
4 daysGamma: clamp slider to the engine's 2.6 cap, defer readbacksalmonik4-13/+46
4 daysTransitions: per-trigger targets and 3D wireframe; FOV range fixessalmonik5-57/+82
4 daysAdd ESP, aim, view and movement batchsalmonik9-68/+815
4 daysNo spread: detect pellet draws from the FireBullets seed callsalmonik2-8/+29
4 daysNo spread: zero pellet offsets inside FireBulletssalmonik2-0/+72
4 daysFix No spread on the hl2_complete server buildsalmonik5-20/+157
4 daysStudio: drop the prop draw diagnosticsalmonik1-7/+0
4 daysESP: render damage tags as small left-side labelssalmonik4-7/+47
4 daysProps: forward DrawModel's modelOrigin argumentsalmonik1-3/+16
4 daysESP: classify NPC damage immunity/armour/vulnerabilitysalmonik6-8/+118
4 daysProps: remove studio diagnostics; document the prop tint pathsalmonik2-25/+21
4 daysProps: force colour inside prop DrawModel; no prop material tintsalmonik2-8/+11