- Removed csflow, as its basically not getting used when high optimization is needed
- Fully rewrote radarflow dma logic.
- Speed increase from 20hz to over 130 hz over pcileech, thanks to scatter reads and improved caching
- Removed docs, because those were for csflow, which is now removed
csflow:
- Create structs for gamerules and global vars
radarflow:
- new dma loop with less frequent cache invalidation
- The new loop tries to run at a fixed 128 hz. Thats the max tickrate in cs2. The data is also only updated when a tick change is detected, so that should keep data fetching to a minimum.
- todo: more testing for cache invalidation
This repository is no longer meant for just radarflow, thus it will be renamed.
I have split the SDK from radarflow, allowing for simpler use with new projects.
Other than that, radarflow is functionally the same.
- Fixed bug in radarflow where the entity loop didn't include the last entity.
Both:
- Added full bomb ESP
Core:
- Added Address caching
- Improves performance significantly by gathering entity addresses only every 250ms
- Actual data like positions and angles are still gathered at the specified polling rate.
Web:
- Player bomb indicator is now the same color as planted/dropped bombs