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v1.0.7

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@KEV0143 KEV0143 released this 26 Sep 22:31
· 7 commits to main since this release

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.
Rush
  • 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_001 map 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coordinates are now updated together from a single pinned source version — avoiding mismatches between new images and outdated layout bounds.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/n prompt 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.