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gamesense.kirk — Full Changelogs
- Backtrack — full rewrite, now actually works against TACZ — The old implementation sent a self-position PosRot packet before firing, which is inert against TACZ: the server’s bullet validator (
HitboxHelper.getFixedBoundingBox) rewinds the target’s hitbox by the shooter’s ping and shifts it by (SERVER_HITBOX_OFFSET − 5.0) × velocity = −2 × velocity. Our self-position is irrelevant to that check. Backtrack now mirrors the server math: a per-entity tick-indexed ring (21-tick window matching TACZ’s 1000 ms save cap) feeds getServerAABB() / getServerHitboxCenter(), which compute the exact AABB the server will test the bullet against. Aim, triggerbot, and ragebot now point at that server-projected center. Removed the dead self-PosRot packet path entirely. Old backtrackMs configs auto-migrate to ticks
- Backtrack config — aimRewindTicks — Replaces
backtrackMs + positionRewindOnly. -1 = auto (derives ticks from your measured ping via the same formula TACZ uses); 0..10 = manual override. Indicators now read BACKTRACK auto (Nt) / BACKTRACK Nt
- Ping Inflator — New Netty handler that delays outbound KeepAlive replies by 0–500 ms. The server computes your advertised ping as the KeepAlive RTT, so delaying the reply inflates what the server thinks your latency is — which makes TACZ rewind the target’s hitbox further back and extends the backtrack window without real network lag. Toggle + slider in the Movement tab. Default off. Keep low (<150 ms) — high values risk a timeout kick
- Backtrack Chams — Filled translucent cuboid at the server-projected AABB (rewound +
-2×velocity shifted) for each tracked enemy, so you can visually confirm where the server thinks the target is before shooting. Toggle + alpha slider in the Visuals tab
- Backtrack Ghost (ESP) — The
showBacktrackGhost flag was declared but never drawn; now actually renders a cyan wireframe of the server-rewound AABB per tracked enemy
- Lua API —
get_backtrack_state now returns aim_rewind_ticks + expected_rewind_ticks; added set_aim_rewind_ticks. get_backtracked_position returns the server-projected hitbox center
- Ragebot — Edge hitting — Ragebot now fires even when only 1 pixel of enemy hitbox is exposed. Hitbox scan expanded from 5 to 13 points covering lateral edges at eye/shoulder/feet height and leading-edge corners
- Ragebot — Head targeting on peeks — "Target head" now correctly aims at the exposed head area when an enemy is peeking a corner. Previously aimed through the wall and consistently missed
- Triggerbot — Silent Assist — New sub-feature: fires at enemies within the silent aim FOV even without crosshair alignment. Indicators show "TRIGGERBOT+SA" in yellow as a safety warning
- Indicators overhaul — All major features now shown with color coding: Ragebot (red, shows target name), Silent Aim (orange), Semi-Rage (green), Triggerbot (green / yellow with Silent Assist), Anti-aim (red/orange by mode), Backtrack (cyan), Fake Lag (cyan), Bhop (white), ESP (dim)
- Zero log output — Mod no longer writes anything to latest.log, preventing detection via log scanning
- Cloud configs & Lua scripts — Server endpoints now accept session token auth, so the mod fetches your saved configs and Lua list correctly when logged in via account (no key required)
- Lua engine sandbox — Fixed crash on startup where TableLib/StringLib/MathLib/CoroutineLib/Bit32Lib failed to load due to missing PackageLib prerequisite. Lua scripts now load reliably
- Recorder rewrite — No more flickering overlays during recording; capture moved to a single-priority hook so the live screen is unaffected
- Recorder speed — Fixed playback being faster than real-time when frames were dropped (now pads with duplicates to preserve real-time pacing)
- Recorder lag — Default fps lowered 30→20 to halve readback/encode CPU cost
- Aimbot FOV circle — Rewrote from scratch using midpoint algorithm with gfx.fill (no shader/lineWidth dependency); now renders reliably across all GL states
- Damage numbers on one-shot kills — Now spawn from the kill event too, so they display when the entity dies on the same tick the bullet lands
- Damage numbers persist after death — Floaters now cache last-known position and keep rendering after the victim is removed from the world
- BlockFront bypass — Mod is now invisible to BlockFront's server-side mod-count anti-cheat; no more "Cheating/Client Tampering Detected" screen
- Closet internal fix — Triggerbot and aim assist now work correctly in closet mode (license validation was never running)
- Closet hitsounds — Hitsounds are now disabled by default in closet mode
- LuaJ bundling fix — Fixed crash on startup caused by LuaJ module conflict with other mods (Figura, etc.)
- Exploits tab — New category with an experimental option that can give an edge in competitive scenarios. Discover it in the menu.
- UpPeek — Now teleports first, then waits for ragebot to aim and fire (was waiting for aim before teleport)
- Hitlogs & hitsounds — Now show on 1-shot kills via LivingDeathEvent fallback
- Anti-aim + FakeLag — Anti-aim packets bypass FakeLag buffering; works when both enabled
- TeleportPeek — Peek packets bypass FakeLag so teleport peek works with fake lag active
- Fake lag — Now disables briefly when buffer limit is reached (same as on shot)
- Magic Bullet — Removed from menu
- Aim assist rework — Now amplifies existing mouse movement instead of auto-aiming; flicks faster when moving toward target, slows down when near/on target for human-like aim
- Triggerbot humanization — Miss chance (shoots early/late), recoil simulation (mouse moves after shot), burst after kill (1-2 extra shots)
- Anti-hit exploit — Flickers hitbox position each tick to counter silent aim/ragebot; sends rapid position packets that confuse server-side hit validation
- Exploits tab — New tab with lag exploit and anti-hit for HvH; packet flood to increase server load and nearby player latency
- Lag exploit — Movement + swing packet spam; burst mode with configurable duration and cooldown for pre-peek timing
- Music player loop — Toggle to loop current song until manually stopped
- Lua compiler fix — Fixed "no compiler" error; scripts load correctly again
- Performance optimization — Eliminated per-tick allocations in ragebot, aimbot, ESP; reusable buffers
- Render cleanup — Zero-allocation HUD rendering; cached time display; halved FOV circle segments
- Throttled detectors — Cheater detector runs 20x less often; hitlog iterator removal
- Memory leak fix — Velocity history and backtrack maps now clean up stale entries
- Cloud storage — Configs and Lua scripts stored per-account on server
- Marketplace page — Standalone marketplace with search, tags, ratings
- Rename support — Rename configs and Lua scripts from the mod
- Marketplace — Community marketplace on dashboard: post and install configs and Lua scripts
- Music player fix — Rewritten with JLayer for direct MP3 decoding; works with direct URLs and SoundCloud
- Menu refresh — Sidebar icons redesigned for cleaner, modern look
- Silent aim fix — Fixed spoofed rotation packets being dropped; shots now consistently hit
- Rotation suppression — Vanilla mouse rotation suppressed while ragebot aiming
- Prediction upgrade — Velocity averaging and gravity compensation
- Prediction ESP dot — Red 3D crosshair shows aim point
- Fake lag buffer cap — Slider to auto-flush at configurable limit
- Faster announcements — Admin announcements within seconds
- Fake lag fix — Rewrote packet buffer system
- Fake lag indicator — HUD shows buffered packet count
- Focus shot — Ragebot hitbox raycast before firing
- Magic bullet — Teleport behind target for follow-up shot
- Legit quick peek — Physically walks player to peek position
- Music player — SoundCloud URLs, track info HUD
- Teleport peek rework — Up to 10 blocks, LOS verification
- Ragebot stop-fire fix — Fixed shooting once then stopping
- Random anti-aim — 5 packets/tick with alternating pitch
- Wallbang fix — OUTLINE clip context for leaves/glass
- Menu cleanup — Removed advanced options from menu
- Ragebot rework — Silent aim rotation spoofing, instant target switching
- Wallbang rework — Only penetrable blocks (leaves, glass, flowers)
- Teleport Peek — 4-direction LOS check, teleport to shoot
- QuickStop — Zero velocity, snap to ground on demand
- Watermark — HUD with gamesense, FPS, time
- Cheater Detector — Detect other kirk users via rotation signal
- Aim Assist rework — Magnetism-based pull, prediction
- NoSpread & NoRecoil — Reworked for TACZ
- Target HUD — Fade/slide when targeting
- Anti-Aim fix — Silent aim for desync
- UI refresh — Rounded panels, accent bars
- External rewrite — C++ and C# overlays with streamproof ESP
- Ragebot target priority — Closest, lowest HP, highest threat
- Fire rate limiter — Configurable delay between shots
- Initial Lua scripting engine
- Cloud configs, invite system, user accounts
- License validation, heartbeat, blacklist
- Full combat suite: aimbot, triggerbot, ragebot, backtrack
- ESP, chams, anti-aim, fake lag, peek assist
- TACZ integration, wallbang, double tap