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v1.0.7
KevqDMA — What's New
Current Version: v1.0.7
Summary Updated: September 27, 2026
Highlights
- Added support for Rush mode: general overview, individual zones, and corresponding coordinates for Radar and WebRadar.
- Added automatic update checking from GitHub.
- Fixed communication issues with MAKCU and KMBox, activation handling, and the command queue.
- Added Ferrum One adapter via Ferrum App / NET.
- Improved stability of memory reading, background tasks, settings persistence, and WebRadar data streaming.
- Expanded ESP customization options and updated map handling.
- Assets compressed losslessly.
1. Rush, Maps, and Coordinates
- Added general overview for
rush_001map and 20 distinct Rush areas. - Area selection factors in player position; each area uses its own dedicated coordinates and scale.
- Fixed standard Radar marker projection for Rush areas and corrected marker rotation orientation.
- Map images and coordinates are now updated together from a single pinned source version — avoiding mismatches between new images and outdated layout bounds.
- Removed duplicate obsolete coordinate definitions.
- Added maps: Shelter, Boulder, Debris, El Dorado, Fachwerk, and Poseidon.
- Added extra floors/levels for Nuke, Train, Vertigo, Baggage, and Boulder. Layer selection accounts for elevation with a margin at layer boundaries to prevent rapid flickering from minor position jitter.
- The WebRadar manual map selection list is now generated from the shared registry rather than maintained separately.
2. GitHub Update Checker
- Added release check for the repository cs2-dma/CS2-DMA.
- Current version is compared against published releases by numerical components; update prompt appears when a newer version is available.
- Utilizes the GitHub API with a fallback path via the release page. Requests are executed in parallel with timeout limits and cancellation of redundant work.
- GitHub unavailability will not block the application from launching.
- When an update is detected, a
y/nprompt is displayed, where Enter accepts by default. - If accepted, the release page opens; if a matching ZIP archive is found, it prompts download via the browser. Once opened successfully, delayed application shutdown is initiated.
- If declined, the application proceeds with normal startup.
- Added link validation and graceful handling for malformed responses, timeouts, and GitHub rate limits.
3. MAKCU, KMBox, and Ferrum One
MAKCU
- Refined device and COM port detection, connection routine, and button state stream processing.
- Resolved integration issues between Target activation, the device, and available input sources.
- Clarified states for connection status, movement readiness, and activation key availability: a successful test circle is no longer treated as conclusive proof that the entire input pipeline is operational.
KMBox
- Support for both KMBox Serial and KMBox Network.
- Improved button state polling, Hold/Toggle handling, and interaction with the shared input queue.
- Added ACK waiting and limited timeout retries for network button release. Press actions are intentionally not automatically retried by the transport layer.
- Stale commands are discarded, and test movement cancellation is respected across execution steps and connection changes.
Ferrum One
- Added dedicated Ferrum One (App / NET) option.
- Implemented connection via the compatible Ferrum App network interface.
- Utilizes shared mechanisms for the movement queue, activation, cancellation, and command freshness validation.
- Note: This provides App/NET interface support and does not imply universal support for arbitrary firmware modes or direct COM connections on Ferrum.
4. Target & Action Handling
- Reworked Hold/Toggle activation handling, movement queue, and cancellation of accumulated commands.
- Basic aiming assistance is decoupled from World Geometry readiness; features that require geometry now independently check its availability.
- Added data freshness validation before dispatching clicks, accounting for queue wait time.
- Eliminated unconditional target lockouts following an unconfirmed click until target switch. One bounded retry is permitted if checks pass; infinite retries are prevented.
- Disabling activation clears the corresponding lock state.
- Target health drop alone is no longer treated as definitive proof of our shot hitting.
- Hitchance threshold is never covertly lowered: values below the configured threshold strictly prevent action execution.
- Expanded automated sanity checks for Target and input device interoperability.
5. ESP & Interface
- Expanded health and armor bar settings: side positioning, width, and numerical display mode.
- Added a brief lost health trail, with the main value updating independently from the fading segment.
- Added independent armor placement and compact display mode.
- Fixed HP/Armor number layout issues, including cramped spacing and clipping.
- Expanded Player Flags settings: placement, style, order, and maximum count limit.
- Added a dedicated visual state for "no reliable visibility data" along with customizable element recoloring.
- Expanded Snap Lines configuration: start/end points, thickness, opacity, distance limit, line count, and nearest player indicator.
- Verified menu layouts and preview rendering across various window sizes and DPI scaling levels.
6. Memory Reading & Background Stability
- Improved read queue scheduling: auxiliary data, inventory, and bones now factor in wait time so that a perpetually busy stage cannot starve other tasks indefinitely.
- Strengthened data validity checks to ensure data belongs to the current scene and player.
- For WebRadar local position: validity, player identity, and timestamp of measurement are strictly tracked. Fresh data can supersede stale sources, and missing data is never spoofed with a false zero coordinate.
- Coordinate sampling timestamps are decoupled from transmission times.
- Fixed startup and shutdown states for background threads.
- Offset downloads now enforce timeouts, response size limits, and atomic file replacement checks.
- Diagnostics accurately distinguish between menu idle, data degradation, and genuine read failures. Historical error counters are preserved rather than reset for "cleaner" metrics.
7. Profiles & WebRadar
- Fixed deferred save bug: settings from one profile will no longer overwrite another during rapid switching. Save jobs now capture their own configuration snapshot.
- Streamlined profile serialization and loading, including remote radar configurations.
- Added strict type, range, and string length validation when parsing WebRadar configs.
- Added WebSocket error handling, message size limits, and malformed connection URL checks.
- Added server SSH host key verification prior to password transmission. Unrecognized host keys require confirmation, and unexpected key changes block the connection.
- Fixed Node process startup alignment with systemd constraints.
- Fixed embedded asset naming and path casing when deploying to Linux, covering maps, fonts, and localization files.
8. Asset Optimization & Project Cleanup
- Removed verified dead code paths and redundant legacy algorithms.
- Deprecated settings with no functional impact are excluded from persistence; backward migration is preserved for legacy profiles.
- Existing graphical assets reduced from 6.10 to 3.16 MB — saving 2.94 MB with zero pixel alteration.
- Weapon icon atlas: 2.80 MB → 94 KB, verified with byte-exact RGBA matching after decoding and texture upload.
- Final executable size is 18.79 MB: newly added maps and floor levels added 3.47 MB of image assets, resulting in a slightly larger total build size despite optimization of existing assets.