Auri

Results 48 issues of Auri

Hey there, using abi_stable I've noticed significant size requirements for performing layout checks. It appears to stem from indirection caused by accessing type IDs and layouts within `TypeLayout` and `SharedVars`...

`cglue-bindgen`'s C++ headers already "almost" work with SWIG for bindings generation. However, it would be nice to have a "just works (tm)" out-of-the-box experience. Several things need to be done:...

Implement night mode with custom lamp lighting. A good lead is CModelRender in l_studio as well as lightcache.

enhancement
new feature
D5

We have to find a way to force all players on the render list, or at least clear them from it and render manually. One promising lead is ClientLeafSystem. Afterwards...

enhancement
new feature
D5

Removing dependency on boost headers would help with compile times and portability. Currently we are using boost::unordered_map and boost::interprocess:vector. The unordered map is used in shmfs, settings and could be...

enhancement
D3

Currently player legs heavily desync when starting to accelerate. This has to be fixed. Also, check synchronization performance in aim_botz when predicting the ON_GROUND flag. Another issue is origin desync...

enhancement
D5

Add a DX/GL renderer. It should be able to also draw in 3D using the game's view matrix. Shader support would also be an upside.

enhancement
new feature
D8

enhancement
new feature
D3

Implement a user customizable antiaim system where real (up, down) could be completely independent from the fake angle.

enhancement
new feature
D3

Research and develop various anti-aims that rely on animation desync.

enhancement
new feature
D5