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v1.0.2

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@oxiKKK oxiKKK released this 06 May 22:38
· 172 commits to main since this release

v1.0.2

You can read the change log in order to keep up with the changes / additions that were made! πŸ˜‰

Additions and improvements

  • Added vanilla-like crosshair changer! βž•
  • Implemented skeletal playermodel chams. πŸ’€
  • Implemented playermodel head hitbox rendering of greenish color. 🟩
Spoiler

  • Added rainbow model chams! 🌈
  • Additions to the ESP.
  • Implemented no animations on player models.
  • Added fade when opening/closing the menu.
  • Added rain to the background of the menu.
Spoiler

  • Added svc_stufftext filter (server command filter). See this video for demonstration.
  • Added the ability to view "real" hit-able playermodel + its head hitbox. See this youtube video.
Spoiler

  • Implemented limit to maximum amount of log files kept inside the logfile directory. (num_logfiles_to_keep variable)
  • Disabled logging for the loader completely.
  • Made currently held weapon sprite more accurate, e.g. this will now work even with custom models. πŸ”«
  • Added about dialog inside the menu and welcome popup dialog when the cheat is firstly injected.
Spoiler

  • Added support for non-steam 4554 CS! πŸ₯³
    • The build will be now automatically chosen if it is not strictly inside the list of what we support. So let's say you inject to 8063 build - 8684 will be chosen. Build 5000 - 4554 will be chosen, etc.

Bugfixes

  • Changed formatting of CColor class from 0-255 to 0-1 to provide compatibility with the way imgui handle colors. 🌈
  • Fixed a bug in Visual Studio where if you would have the cheat inside a directory that has spaces in it such as "folder 1 2 3", the solution would not compile. 🐞
  • Fixed bug with static crosshair, where the alpha would softlock to 0 and would never change.
  • Fixed a crash on game close that would sometimes happen.
  • Fixed a crash when loading a config that could sometimes happen.
  • Fixed a bunch of input issues.
  • Fixed a bug where the head hitbox wouldn't sometimes be rendered when stood close to a player.