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* Config: generate save/load/reset from one settings tablesalmonik32 hours3-510/+238
* ESP: finish the split into entity, combat, item and projectile unitssalmonik32 hours4-1516/+1552
* ESP: extract item ESP into its own translation unitsalmonik32 hours3-814/+822
* ESP: extract projectile ESP into its own translation unitsalmonik32 hours3-374/+416
* Headers: split the shared header by declaration groupsalmonik33 hours4-435/+468
* Hooks: central vtable install with restore supportsalmonik33 hours6-60/+138
* Chams: leave engine-forced material passes alonesalmonik33 hours1-1/+23
* Fix audit findings: crash safety, correctness, rendering, performancesalmonik33 hours15-438/+1345
* Items: log the usable ammo table oncesalmonik2 days1-0/+14
* Items: server ammo counts and frag-grenade typesalmonik2 days1-6/+25
* Items: keep health chargers visible, add charger diagnosticssalmonik2 days2-6/+45
* Grenade trajectory: actual grenade state, full-length path, rounder ringssalmonik3 days3-31/+87
* Charger juice: resolve per-class offsetssalmonik3 days2-13/+65
* Add grenade trajectory, RPG armour priority, empty chargers, mega gravity gunsalmonik3 days6-10/+204
* Chams: working alpha via RenderView blend and a custom VMTsalmonik3 days5-21/+179
* Chams: real additive material, addref cached materialssalmonik3 days1-33/+13
* Chams: make Fullbright a white-hot additive glowsalmonik3 days1-11/+1
* Chams: per-colour alpha and a softer viewmodel additive basesalmonik3 days4-56/+162
* Chams: keep additive viewmodel visible on bright backgroundssalmonik3 days1-0/+12
* Chams: use the model solid shader for flat, drop vgui/whitesalmonik3 days1-12/+2
* Chams: fix the flat viewmodel, glow outline and fullbright stylessalmonik3 days1-9/+29
* Chams: per-relationship, visible/invisible styles and viewmodelsalmonik3 days5-76/+204
* Chams: apply model-safe styles to the viewmodelsalmonik3 days1-5/+11
* Chams: use the loaded VGUI whites for flat and additivesalmonik3 days1-2/+2
* Chams: preload style materials outside the model drawsalmonik3 days4-29/+53
* Chams: style flags on the resident debug materialsalmonik3 days1-19/+34
* Chams: model-safe styles and a dedicated viewmodel materialsalmonik3 days4-10/+21
* Chams: exact material styles, GUI dropdown, viewmodel hookupsalmonik3 days2-38/+171
* Chams: material styles and viewmodel supportsalmonik3 days5-24/+78
* Chams: quiet material lookup, accept any fallback by namesalmonik3 days2-11/+11
* Chams: tint through $color/$color2 and log the chosen materialsalmonik3 days2-7/+22
* Chams: material fallbacks and FindMaterial diagnosticssalmonik3 days1-10/+31
* Add chamssalmonik3 days9-73/+205
* Items: skip the CNetworkArray length header for m_iAmmo/m_hMyWeaponssalmonik3 days1-3/+6
* Items/projectiles: ammo diagnostics, dispensers, launched RPGsalmonik3 days1-7/+35
* Items: read ammo and inventory from the server arrayssalmonik3 days3-5/+65
* 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 days3-31/+220
* Clip transition and radius lines at the near planesalmonik3 days1-18/+84
* Fix overlay-vanishing projections; ammo rule via held weaponssalmonik3 days1-29/+63
* Items: fallen owned weapons count as ammo; fuse diagnosticssalmonik3 days2-7/+113
* Add usable item filter, projectile ESP and gravity-gun meleesalmonik3 days7-28/+394
* Remove gamma slider; keep HDR brightnesssalmonik3 days4-60/+9
* Add HDR tonemap brightness slidersalmonik3 days4-9/+43
* Gamma: clamp slider to the engine's 2.6 cap, defer readbacksalmonik3 days3-8/+36
* Transitions: per-trigger targets and 3D wireframe; FOV range fixessalmonik3 days4-51/+69
* Add ESP, aim, view and movement batchsalmonik3 days8-67/+747
* No spread: detect pellet draws from the FireBullets seed callsalmonik3 days1-5/+22
* No spread: zero pellet offsets inside FireBulletssalmonik3 days1-0/+64