| Commit message (Collapse) | Author | Age | Files | Lines |
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- Each changelevel trigger now shows its own target map. The trigger whose
target is the map we came from is marked "<- map"; the forward one is
"-> map". No more appending one global previous-map line to every box.
- Draw the volume as a projected 8-corner / 12-edge wireframe with the tag
above its highest visible corner instead of a screen-space rectangle.
- Camera FOV is 40..140 (stock 75) and viewmodel FOV 20..120 (stock 54); 0 is
no longer allowed and old configs using 0 migrate to the stock value.
- Log the mat_monitorgamma readback via ICvar so we can tell whether the
command is rejected or the OS/compositor ignores the gamma ramp.
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- ESP: alert state (IDLE/ALERT/COMBAT/SCRIPT), enemy weapon labels, hostile/
neutral/friendly colour pickers, off-screen direction arrows, and
trigger_changelevel volumes with next/previous map labels.
- Aim: silent aim reuses the Aimbot FOV, vischeck and bone settings; add
optional aim-punch compensation for aimbot, silent aim, triggerbot and
melee (server bullets add m_vecPunchAngle to the usercmd angles).
- View: always-on Camera / display card with camera FOV (writes the client
m_iDefaultFOV netvar), viewmodel FOV and monitor gamma (client cvars).
- Movement: Jump assist card with auto crouch-jump and edge jump (point
ground probe 0.12 s ahead).
- Spread: Engine spread override toggle gates the direct RandomFloat zeroing;
off leaves only the seed search.
- Server: entity count/base/classname helpers, trigger_changelevel map name
and world bounds via IServerUnknown/ICollideable.
- Netvars: m_vecPunchAngle and m_iDefaultFOV.
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Draw ARM/VULN/IMM on the left edge of the box with a 10px font and a black
1px shadow, instead of full-size text above the name. The small font is a
second HFont created next to the 16px body font.
CONTEXT: document the DrawModel argument fix and the tag styling.
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- Resolve server m_takedamage (DAMAGE_NO/DAMAGE_EVENTS_ONLY = immune).
- Classify gunship/strider/dropship as ARMORED (OnTakeDamage only accepts
DMG_BLAST; only the RPG passes), and headcrab/antlion/manhack as VULN
(gravity gun / physics impact).
- ESP draws ARMORED/VULN/IMMUNE tags above the name (new "Damage tags"
toggle, [esp] dmg).
- Aimbot, silent aim, triggerbot and melee skip immune targets and armoured
targets unless the active weapon is the RPG.
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Prop model materials (VertexLitGeneric) ignore IMaterial::ColorModulate: the
engine feeds StudioRender the per-entity render colour (m_clrRender) on every
draw, so the material-side tint never showed on crates and other props.
Resolve m_clrRender from DT_BaseEntity and, every 10 ms while World tint and
Props are enabled, write the prop colour into every entity whose model is
under models/props. Restore white once when disabled.
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- The material system rejects textures whose dimensions are not multiples of 4
("Image dimensions must be multiple of 4!"), so scale the decoded image to
the next power of two (bilinear). 798x798 -> 1024x1024. The invalid VTF also
crashed the renderer after the apply.
- Move skybox_update() out of the VGUI paint hook into the FRAME_RENDER_START
FrameStageNotify stage. ITexture::Download only regenerates bits when the
material system considers the frame render-safe; during paint it returned
early, the regenerator never ran (no pixels), and a later upload of the
empty VTF crashed.
- Log the regenerator entry so the log shows whether the upload path ran.
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sv_skyname did not take effect at runtime in this build, so the Skybox card now
replaces the skybox materials' textures with <config dir>/skybox.png.
The PNG is decoded through libpng16's simplified API (dlopen'ed, so no new link
dependency) and uploaded with IMaterialSystem::CreateTextureFromBits as an
RGBA8888 texture. IMaterialVar::SetTextureValue assigns it to $basetexture and
the HDR variants for every material in the SkyBox textures group (all six
faces get the same image).
Original textures are recorded per material/var (texture pointer plus string
fallback) and restored when the feature is off. Records survive level changes
so a reused sky material is still restorable; the override is re-applied to a
new map automatically. The card shows the image path and has a Reload image
button; a missing/unreadable PNG raises an error toast.
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New Visuals -> Skybox card with a runtime sv_skyname override using the same
mechanism as the stock skybox_swapper entity. The choice list is the HL2
skybox set extracted from the game VPKs.
The map's own sky is captured from loaded materials (SkyBox group, parsing
skybox/<name>... face names) before the first override, so turning the
feature off or picking "Map default" restores it; a level change restores it
implicitly. Sky changes invalidate the world tint so new sky materials are
tinted as well.
GUI: add a CK_CHOICE control (value box with < / > zones).
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- World tint now also colours prop materials (models/props*) with their own
colour, covering static props and prop_physics while leaving NPC, player and
weapon materials untouched.
- New Fog card: fog_override colour/start/end via ClientCmd, optional skybox
fog, and a Remove fog mode. Restores the map fog (fog_override 0) when
disabled and re-applies after level changes.
- Config sections [worldtint] prop/colour keys and [fog].
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Port Amalgam's modulation approach: obtain IMaterialSystem from the already
loaded materialsystem.so (VMaterialSystem080) and walk materials with
FirstMaterial/NextMaterial/GetMaterial. ColorModulate the "World textures"
group (sky names excluded) and the "SkyBox textures"/sky-named group.
The walk runs only when the enabled groups or colours change, restores white
when disabled, and re-applies after level changes. Before touching materials,
GetNumMaterials() and the first material's name/group are sanity-checked so a
wrong vtable slot logs and aborts instead of walking garbage.
GUI: "World tint" card with world/sky toggles and RGB sliders; config section
[worldtint].
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The fullbright_update/fullbright_invalidate definitions were lost when the
old text-menu section was removed, leaving undefined symbols that made the
dynamic loader reject libhl2hake.so. Restore both definitions and add
-Wl,--no-undefined so missing definitions fail the build instead of the game.
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stage markers
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- New Visuals card with the usual Active + Bind; default off. Unbound+Active
is always-on, a bind makes it hold-to-brighten.
- Resolve VEngineCvar004 and set mat_fullbright 1/0 through FindVar (slot 12)
and ConVar::SetValue(int) (slot 11), bypassing the console cheat gate.
Fall back to ClientCmd if the cvar interface is unavailable.
- Reapply after map loads/respawns and persist [fullbright] active/bind.
- Log on/off; show an error toast if the cvar cannot be applied.
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- config_load now accepts max_dist=0 instead of clamping it to 250, so the
"unlimited" setting survives a restart.
- The Max distance slider shows "All" at 0 and its tooltip documents 0 =
unlimited; the categories log prints max=All.
- Skip unclassified entities before projecting them / computing distance.
- Keep the removed prop/crate debug logging and the user's rule that the
distance slider applies to every tag.
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- Open /tmp/hl2hake.log once in the library constructor with "w" so each
session starts clean, use line buffering, flush each line, and close it via
atexit. No more fopen/fclose per message.
- Add logd() for verbose diagnostics, enabled only with HL2H_DEBUG=1.
- Move ESP/NPC scans, item-prop/item-classification logs, aimbot/silent-aim/
melee/triggerbot/spread details, jumpbug tracking, bone dumps, netvar dumps,
cmd-modified and ground-trace noise to logd().
- Keep logf() for lifecycle, config, warnings/errors, GUI open/close, item
category/tagging summaries and item-crate detections so crate debugging
works without the ESP stream.
- Supply crates now respect the max-distance slider (user change), with the
stale comment and CONTEXT updated.
- Document HL2H_DEBUG=1 in play.sh and CONTEXT.
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- Add a Weapons category and classify world weapon models (crowbar, pistol,
revolver, SMG, AR2, shotgun, crossbow, RPG, grenade, gravity gun, stunstick,
bugbait, sniper). Skip the active weapon and anything with a valid
m_hOwner/m_hOwnerEntity handle so held weapons do not tag.
- Label ammo by model: pistol, SMG, AR2, .357, crossbow, shotgun, sniper,
flares, AR2 grenade, RPG rocket and specific ammo-crate variants.
- Only item_item_crate and item_beacon_crate are supply crates; generic
breakable crates are no longer tagged. Crate chunks stay excluded.
- Add item diagnostics: category state, prop-like entities with class/model/
kind/distance/origin, and every item crate seen.
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- Drop the stucklaunch feature, its settings, diagnostics and
m_hGroundEntity resolution.
- Add a Visuals feature that scans the client entity list for valuable
pickups: health/medkits/chargers, ammo boxes/crates/grenades, batteries,
HEV suit modules/chargers, supply crates and generic items.
- Model-first classification with class fallbacks; category toggles, distance
labels and a max-distance slider.
- Draw colored marker/label tags through walls, independent of the hostile NPC
ESP.
- Persist [items] active/bind/health/ammo/armor/crates/distance/max_dist;
Reset restores defaults; GUI card and CONTEXT updated.
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- Gravity-gun spam now alternates +attack (grab) and +use (drop) instead of
pressing both together, which would punt the prop.
- Add a Spam rate slider (1..16 ticks, default 2) so the pickup/drop cycle can
be tuned; it persists as spam_ticks in [stucklaunch].
- Log the prop index the first few times a stucklaunch engages to aid testing.
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Tooltips: text_in() shifted the x position to fit the full string before
truncating, which drew the tooltip text outside its box. Truncate to the
available width first, then clamp inside the clip.
Stucklaunch (Movement):
- opt-in feature (Active off by default) with its own bind;
- holds jump, alternates +use every 2 ticks to regrab a physics prop,
optionally +attack while the gravity gun is active, and air-strafes;
- engagement uses m_hGroundEntity (client netvar) latched for ~0.5 s so the
prop stays active while airborne; falls back to running whenever active if
the netvar is unavailable, with a startup warning to bind it;
- does not spawn or place props; the player supplies the prop and initial
speed.
Config gets [stucklaunch] active/bind/use_spam/gravspam/autostrafe; Reset
restores those defaults. CONTEXT documents the assist and its limits.
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- Toast queue drawn in the top-right by the overlay, independent of the GUI
being open. Info/warn/error colors and 6/9/12 s lifetimes; timers start on
the first painted frame so startup messages are not missed.
- Queue a load toast after install_menu, plus warnings/errors for missing
modules/interfaces/netvars, input hooks, fonts, ISurface, server datamap,
and spread seed support.
- Toast on config reload, reset, bind/unbind and config save failure.
- Config saves now write `config.tmp`, flush, then rename it over the real
file; failures leave the previous config intact.
- config_load reports whether a file was found so Reload can distinguish a
successful reload from a missing file.
- Update CONTEXT and ISURFACE_STATUS for the single GUI, toasts and atomic
config writes.
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- Right-align the footer hint and size the config label from the remaining
width, so "INS close" is no longer truncated.
- Delete the text-tree menu now that the GUI has feature parity: remove the
tree/input/render code, the F1 toggle and menu_force_close.
- Keep only held-key polling for feature binds; poll it every frame from
outer_draw.
- Update CONTEXT/ADR: the GUI is the only menu.
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Replace the dummy preview controls with the actual settings:
- cards bind directly to the feature state and the existing option
variables; Active/Bind now drive the same gates as the text menu;
- every feature persists active+bind, including movement, melee and spread;
- config path and build info are real; Reload config re-reads the INI;
- Reset defaults is two-click, restores feature settings/binds and keeps
the GUI layout;
- window position, category and expanded cards persist under [gui] in the
same config file; layout saves on drag/category/expand/close;
- mouse bind capture handles all five buttons and consumes the click so it
cannot re-arm immediately;
- Active/Bind tooltips and full scancode names.
The old text tree stays on F1 for one verification pass.
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Feedback pass:
- Insert now toggles the GUI; the old text tree moved to F1.
- Remove the title-bar X. Insert is the only close path; Esc only cancels
bind capture.
- Discard accumulated mouse deltas in CInput::CreateMove before the game can
apply them (CInput::ClearStates), so the camera no longer moves for a frame
and snaps back. Also skip ExtraMouseSample and zero relative mouse state
while the GUI is open.
- Strip attack/use/impulse/weapon selection from the command while open;
keep jump, duck and walk. Skip combat command edits (spread seed) too.
- Widen System page buttons so "Reload config" and "Reset defaults" fit.
- Update CONTEXT/ADR for the Insert-only close behavior.
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First vertical slice for the custom ISurface GUI:
- window/sidebar/content shell with Movement, Combat, Visuals, Weapons and
System categories;
- cards with dummy Active/Bind, collapsible settings, toggles, sliders,
buttons, bind capture, scrolling and tooltips;
- native OS cursor by releasing SDL relative mode; reasserted while open;
- F2 toggles the preview; Insert still opens the old text tree;
- while the GUI is open, do_move freezes movement/buttons/impulses/view and
skips combat features; ESP and the speed graph keep drawing.
Dummy controls do not touch the real config yet. The text menu is removed
after feature parity in the next pass.
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HL2's CBaseEntity::FireBullets seeds its RNG from the usercmd random_seed
(m_bUseServerRandomSeed is false for HL2 weapons), so the client can select the
8-bit seed that puts CShotManipulator::ApplySpread closest to the center.
- New feature Spread control -> Active / No spread (both default on).
- Precompute the best seed for a single shot and for the shotgun's 8-shot
primary (first pellet accurate) and 12-shot secondary windows using the
engine's own RandomSeed/RandomFloat from libvstdlib.
- Set cmd->random_seed on attack commands; note_modified repairs the CRC.
- The random cone offset is neutralized, but the cone size, the pistol
accuracy penalty, server view punch and any damage falloff remain
server-side; stock HL2 has no distance damage falloff.
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- New feature (default on): while the local player's active weapon is the
crowbar, pick the nearest visible hostile NPC within the 75-unit crowbar
range, sorted by distance to its collision AABB, and attack it through the
normal silent-aim path (usercmd view + IN_ATTACK, movement preserved,
rendered view restored at FRAME_RENDER_START).
- Prefer the nearest visible hitbox center; fall back to the AABB center /
closest point when bones are unavailable. Reuses the existing friendly /
neutral and life-state filters and the world-only vischeck.
- Detect the active weapon from the client m_hActiveWeapon handle, with the
authoritative server m_hActiveWeapon handle as a fallback (client entity
index from the low 16 bits).
- While the crowbar is active and this feature is on, skip the gun aimbot,
triggerbot and silent aim so they do not fight over the usercmd view.
- Menu: Melee killbot -> Active; config [melee] active=...
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The unduck window is only 2 units, while a 625-ups fall moves ~9.3 units per
66.7 Hz movement command, so pure jumpbug is ~20% reliable at that speed.
- Add Jumpbug -> Assist timing (default off). When the natural next command
would skip [36,38], pin the post-command ducked distance to 37 by writing
the vertical velocity for that command. Pure jumpbug remains available with
the option off.
- Resolve the client local m_vecAbsVelocity (0x11C) via the client datamap
and the server m_vecAbsVelocity (0x228) via the server datamap.
- Write both the authoritative server velocity (what SetupMove reads through
GetAbsVelocity) and the local prediction fields, so the next CreateMove sees
the assisted origin on both sides.
- Do not write the server m_vecVelocity directly: the datamap scan finds two
same-named entries (0x1C and 0x29C); SetAbsVelocity syncs it after movement.
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- Predict the landing speed from the current vertical velocity and a swept
standing-hull ground trace; engage only when it exceeds
PLAYER_MAX_SAFE_FALL_SPEED.
- Press duck one command before the unduck window so FinishDuck's 36-unit
origin raise places the feet ~37 units above the floor.
- On the next command release duck and press jump: PlayerMove runs Duck()
before CheckJumpButton, so FinishUnDuck sets ground, the jump executes, and
CheckFalling never sees ground for the fall-damage check.
- Measure the per-command fall from consecutive airborne origins instead of a
fixed tick interval; clear IN_JUMP while waiting so the pogo latch is clear.
- New Movement -> Jumpbug -> Active toggle (default on), config [jumpbug].
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- 0.1 s sampling, 100-sample ring; horizontal speed of the local player
- small (240x64) panel centered in the lower half of the screen
- min 0, max auto-scales to the maximum in the 10 s window; shows max value
- ESP -> Show speed graph toggle, persisted as speedgraph=1
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- Aimbot -> FOV and Silent aim -> FOV values (1..180 deg from the crosshair)
- Aimbot -> Show FOV circle: projects the FOV cone through the engine's
world->screen transform (hidden for >=89 deg since the boundary is behind
the eye)
- target lock: while a feature has a bind and the key is held, the acquired
target is kept while it is alive and has a visible selected hitbox point;
it only re-acquires when the target dies/leaves visibility or the key is
released. With bind = None both features keep selecting the nearest target.
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- ship assets/LiberationSans-Regular.ttf (+ OFL license/README)
- at startup, resolve the .so path via dladdr, add assets/...ttf to the
current fontconfig config with FcConfigAppFontAddFile, and fall back to
the system Liberation path if the asset is missing
- font creation tries Liberation Sans, then DejaVu Sans/Noto/Tahoma/Verdana/
Arial, so the overlay still renders on installs without the bundled font
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- rewrite CONTEXT.md for the current architecture, interfaces, netvars,
menu tree, bones/ESP, aimbot/vischeck, triggerbot, silent aim and ABH
- update ISURFACE_STATUS.md: DrawLine slot, current menu/config path,
9 build TUs, current file layout
- remove the stale root-level `tree` file
- drop unused class_health_off/per-class health scan (NPC HP is not
networked), surf_call_slot, and unused scancode helpers
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- new top-level Silent aim feature (Active + Bind, default Mouse3)
- reuses the shared aim-target selection (bone checklist, nearest selected
point, world-only MASK_VISIBLE vischeck)
- writes the exact target angle into cmd->viewangles, sets IN_ATTACK for the
shot, then immediately restores engine view angles to the player's input
view (g_cam_view) so the camera stays where it was
- shares the vischeck/bone selection with the aimbot; independent of the
aimbot/triggerbot binds
- config [silentaim] active/bind
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- top-level Triggerbot feature (Active + Bind, default Mouse4, rebindable)
- trace the crosshair ray from the eye with MASK_SHOT and TRACE_EVERYTHING;
the filter ignores the local player
- if the first entity hit is a live hostile NPC, press IN_ATTACK and fix the
usercmd CRC; walls/props/friendly/neutral/corpses do not trigger
- independent of Aimbot; config [triggerbot] active/bind
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- resolve EngineTraceClient003; TraceRay (slot 4) from the eye to the exact
selected hitbox/bone point with MASK_VISIBLE
- TRACE_WORLD_ONLY filter as requested (static props are not tested, per SDK)
- Aimbot -> Vischeck toggle, persisted as vischeck=1; when on, blocked targets
are skipped and the next-nearest candidate is tried
- target candidates are ranked by angle; on each target the nearest visible
selected hitbox point wins
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- Aimbot -> Bones: Head, Torso (chest+stomach), Left/Right arm,
Left/Right leg; the aimbot aims at the nearest selected hitbox point on
the chosen target (head uses the head hitbox/bone fallback)
- Aimbot -> Smoothness: value 1..45 deg/tick, Left/Right in the menu to
adjust, persisted as smooth=N; default 5 (previous behaviour)
- config: bone_* toggles + smooth under [aimbot]
- menu gains a NODE_VALUE type (right-aligned value, Left/Right edit)
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- select the hostile NPC whose (approximate) head is closest in angle to the
crosshair, then refine to its actual head hitbox/bone
- aimbot menu feature (Active + Bind, default Mouse5, rebindable via the
existing bind chooser); config [aimbot] active/bind
- never snap: move at most 5 degrees per tick toward the target, shortest-path
yaw, pitch clamped to +/-89, 0.05 degree deadzone; no overshoot/oscillation
- fixes the usercmd CRC after modifying viewangles
- skip when dead; ignores friendly/neutral entities (crows, citizens, ...)
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- render parent->child bone links from the SetupBones world matrices
(ISurface DrawLine, projected once per bone)
- menu option "Show skeleton" under ESP, persisted as skeleton=1
- skeletons use the same hostile/friendly/neutral colours as the boxes
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- derive the desired air direction from the raw W/S/A/D input (view-relative)
- pick the velocity perpendicular that rotates toward that target, so S/A/D
work instead of only forward and A/D no longer spin in circles
- no keys: accelerate along the crosshair
- menu label now "Uni-directional auto-strafe"; state column moved to x=270
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