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12 daysSpread control: client-seed no-spreadsalmonik5-15/+202
12 daysMelee killbot: 360-degree crowbar silent aimsalmonik7-35/+351
12 daysMenu: latch the Insert key and expand the root on opensalmonik1-3/+23
12 daysJumpbug: optional velocity-timed assistsalmonik6-18/+191
12 daysscript: change the map for testssalmonik1-1/+1
12 daysJumpbug: automatic duck+jump on damaging fallssalmonik5-18/+279
12 daysSpeed graph: show current speed at the top-rightsalmonik1-0/+6
12 daysSpeed graph: only sample while in-game and unpausedsalmonik1-0/+9
12 daysESP: HUD speed graph (last 10 s)salmonik4-5/+78
12 daysDocs: add roadmap including distance weapon spread thesissalmonik1-0/+13
12 daysESP: draw the FOV circle as a stable screen-space ellipsesalmonik1-20/+39
12 daysAimbot/silent aim: settable FOV, FOV circle, target lockingsalmonik4-64/+224
13 daysBones: ignore uninitialized/zero bone matricessalmonik1-5/+31
13 daysFonts: recreate the VGUI font after menu/map transitionssalmonik1-0/+18
13 daysUse one float-precision PI constantsalmonik3-4/+5
13 daysFonts: bundle Liberation Sans and register it with fontconfigsalmonik4-10/+180
13 daysBones: head fallback for headcrab black/fastsalmonik1-4/+23
13 daysBinds: allow multiple features to share the same keysalmonik1-9/+2
13 daysDocs/cleanup: refresh CONTEXT, update ISurface status, remove dead codesalmonik6-123/+180
13 daysConfig: store in $XDG_CONFIG_HOME/hl2hake/configsalmonik1-4/+23
13 daysABH: silent auto-ABH on the jump ticksalmonik1-3/+21
13 daysSilent aim: restore view at FRAME_RENDER_START; preserve movementsalmonik3-4/+52
13 daysSilent aim: exact usercmd angle + fire, restore rendered viewsalmonik4-37/+110
13 daysTriggerbot: crosshair entity trace, hostile-onlysalmonik5-25/+159
13 daysAimbot v3: world-only vischecksalmonik6-42/+179
13 daysESP: add Show box togglesalmonik3-5/+10
13 daysAimbot v2: bone checklist and numeric smoothnesssalmonik4-18/+164
13 daysAimbot: fix eye height (m_vecViewOffset Z, not X); prefer head hitboxsalmonik3-3/+21
13 daysAimbot: push smoothed angles to engine view + diagnosticssalmonik2-1/+39
13 daysAimbot: head-only nearest-to-crosshair with bounded smoothingsalmonik4-8/+146
13 daysESP: generic full-bone skeleton for non-humanoid NPCs (headcrabs, crows, ...)salmonik3-3/+14
13 daysESP: include zombie head (headcrab body/head) in humanoid skeletonsalmonik1-2/+19
13 daysESP: derive skeleton core from hitbox bone paths (fixes unnamed ValveBiped bo...salmonik1-21/+42
13 daysESP: restrict skeleton to humanoid core bones (no fingers/toes/headcrab)salmonik3-2/+55
13 daysESP: skeleton ESPsalmonik3-5/+46
13 daysBones: refresh snapshots every frame (head marker no longer lags)salmonik1-1/+3
13 daysBones: robust head lookup (hitbox name -> head bone) + hitbox dumpsalmonik3-28/+115
13 daysBones: client-side SetupBones/studiohdr groundworksalmonik4-1/+326
13 daysMenu: start fully collapsed on first opensalmonik1-4/+4
13 daysBhop: uni-directional auto-strafe for all movement directionssalmonik3-5/+73
13 daysESP: menu toggles for neutral/healthbar/healthnum/namesalmonik3-8/+59
13 daysESP: vertical health bar right of the box, HP number beside itsalmonik1-10/+17
13 daysESP working: NPC detection + authoritative server-side healthsalmonik8-60/+477
2026-09-14Default map d1_town_01 (intro-less, enemies spawned)salmonik8-39/+226
2026-09-12Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik3-102/+49
2026-09-12ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven f...salmonik7-124/+621