summaryrefslogtreecommitdiffstats
path: root/src/gui.cpp (unfollow)
Commit message (Expand)AuthorFilesLines
3 daysChams: per-relationship, visible/invisible styles and viewmodelsalmonik1-10/+29
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
3 daysAdd usable item filter, projectile ESP and gravity-gun meleesalmonik8-35/+429
3 daysRemove gamma slider; keep HDR brightnesssalmonik5-72/+19
3 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
4 daysProps: install the studio hooks againsalmonik1-0/+2
4 daysProps: only substitute colour during studio draws (no forced set)salmonik1-19/+11
4 daysProps: disable StudioRender hooks, fix m_clrRender offsetsalmonik3-6/+60
4 daysProps: match the studio model name formatsalmonik1-1/+12
4 daysDiagnose prop tinting: log prop materials and studio draw model namessalmonik2-3/+15
4 daysProps: tint through DrawModel/DrawModelArray; drop m_clrRender writessalmonik2-56/+55
4 daysWorld tint: include props/ materials; log static studio drawssalmonik2-2/+18
4 daysWorld tint: tint map-static props through IStudioRendersalmonik4-1/+182
4 daysWorld tint: colour dynamic props through m_clrRendersalmonik4-2/+56
4 daysSkybox image: swap red/blue in the uploaded texturesalmonik1-0/+9
4 daysSkybox image: apply HDR colour compensation where materials existsalmonik1-27/+32
4 daysSkybox image: recognise Sky_HDR_DX9 as the HDR sky shadersalmonik1-1/+5
4 daysSkybox image: match HDR sky colour decodesalmonik1-5/+61
4 daysSkybox image: drop Refresh/SetUndefined (crash after apply)salmonik1-22/+11