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35 hoursdocs: record the esp.cpp split in the plansalmonik1-6/+13
35 hoursESP: finish the split into entity, combat, item and projectile unitssalmonik4-1516/+1552
35 hoursESP: extract item ESP into its own translation unitsalmonik3-814/+822
35 hoursESP: extract projectile ESP into its own translation unitsalmonik3-374/+416
35 hoursHeaders: split the shared header by declaration groupsalmonik5-436/+477
35 hoursHooks: central vtable install with restore supportsalmonik7-61/+147
35 hoursChams: leave engine-forced material passes alonesalmonik2-4/+33
35 hoursFix audit findings: crash safety, correctness, rendering, performancesalmonik19-445/+2217
2 daysItems: log the usable ammo table oncesalmonik1-0/+14
2 daysItems: server ammo counts and frag-grenade typesalmonik2-11/+37
2 daysItems: keep health chargers visible, add charger diagnosticssalmonik3-13/+55
3 daysGrenade trajectory: actual grenade state, full-length path, rounder ringssalmonik4-34/+101
3 daysCharger juice: resolve per-class offsetssalmonik3-16/+71
3 daysAdd grenade trajectory, RPG armour priority, empty chargers, mega gravity gunsalmonik7-17/+232
3 daysChams: working alpha via RenderView blend and a custom VMTsalmonik6-36/+210
3 daysChams: real additive material, addref cached materialssalmonik2-50/+37
3 daysChams: make Fullbright a white-hot additive glowsalmonik2-12/+3
3 daysChams: per-colour alpha and a softer viewmodel additive basesalmonik5-66/+178
3 daysChams: keep additive viewmodel visible on bright backgroundssalmonik2-0/+17
3 daysChams: use the model solid shader for flat, drop vgui/whitesalmonik2-23/+12
3 daysChams: fix the flat viewmodel, glow outline and fullbright stylessalmonik2-15/+39
3 daysChams: per-relationship, visible/invisible styles and viewmodelsalmonik6-105/+228
3 daysChams: apply model-safe styles to the viewmodelsalmonik1-5/+11
3 daysChams: use the loaded VGUI whites for flat and additivesalmonik2-8/+10
3 daysChams: preload style materials outside the model drawsalmonik4-29/+53
3 daysChams: style flags on the resident debug materialsalmonik2-31/+43
3 daysChams: model-safe styles and a dedicated viewmodel materialsalmonik5-15/+32
3 daysChams: exact material styles, GUI dropdown, viewmodel hookupsalmonik3-44/+180
3 daysChams: material styles and viewmodel supportsalmonik6-30/+89
3 daysChams: quiet material lookup, accept any fallback by namesalmonik2-11/+11
3 daysChams: tint through $color/$color2 and log the chosen materialsalmonik3-11/+31
3 daysChams: material fallbacks and FindMaterial diagnosticssalmonik1-10/+31
3 daysAdd chamssalmonik10-73/+224
3 daysItems: skip the CNetworkArray length header for m_iAmmo/m_hMyWeaponssalmonik2-3/+12
3 daysItems/projectiles: ammo diagnostics, dispensers, launched RPGsalmonik1-7/+35
3 daysItems: read ammo and inventory from the server arrayssalmonik4-12/+73
3 daysNetvars: catch array element props and log the walksalmonik1-28/+58
3 daysNetvars: handle RecvPropArray3 array propssalmonik1-3/+27
3 daysItems: hide full ammo pickups; robust close-target projectionsalmonik4-36/+233
3 daysClip transition and radius lines at the near planesalmonik2-20/+89
3 daysFix overlay-vanishing projections; ammo rule via held weaponssalmonik2-33/+77
3 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