changelog

every script, every change

Every change to every script on the hub, newest first, filed per game.

Owner
OwnerOwner · every entry

Nov 2026

13 Nov 20260.9.3

Antiaim out, Semi Rage down to one knob

Antiaim is gone. It was spinning the model on top of silent aim for no gain — the shot is read from the camera, so the pose changed nothing about where the round went, only what other players saw. Removing it also removed the whole AutoRotate hold and the look-pause fight with the game's own pivot.

Semi Rage was a second full preset. It is now a single override: SilentFov 280 and the ring on. Legit is the baseline and nothing else moves, so the two buttons mean "how wide the sweep is" instead of "two different scripts". Wide sweep is the only thing that actually changes how much the script does.

13 Nov 2026hub

Discord is gone, changelogs and a blog are in

Everything lives on the site now. The Discord invite is off the nav, the footer, the scripts and the landing page — no account, no server, nothing to join.

In its place: this changelog, a blog, and a new Semi Rage profile. Legit and Semi Rage are the two ends of the ladder; the old Rage profile was folded into Semi Rage.

13 Nov 20260.9.2

Two profiles: Legit and Semi Rage

Three tiers was one too many. The rungs are now:

  • Legit — ships on load. Corner boxes, health, distance, a 140 px sweep, silent aim on. No chams, no watermark stack, reads as a stock HUD.
  • Semi Rage — one button. 280 px sweep with the ring drawn.

Firing is manual on both. The script only decides where the round goes. Switching a profile touches only the keys it names, so your own tweaks survive.

13 Nov 20260.9.1

Auto shoot and wall check removed

Both are out. With silent aim holding the correct point and the trigger in your hand, the auto-fire gate was a second opinion nobody asked for — and it was the source of the last two bugs.

  • The shot is always the closest body point to the crosshair, so the correction stays small.
  • Aim Lock replaced the gate: one point is held across the frames of a press so a shot cannot slide between picks mid-trigger.
12 Nov 20260.9.0

Build runs at full frame rate again

The obfuscated build was sitting at roughly 8 fps. The culprit was the obfuscator's VM pass, which confines the whole script to an interpreter — invisible against the per-frame work this script does on RenderStepped.

Passes that rewrite every literal into an expression tree cost more than they hide, so they are off. Everything that actually conceals source stays: renaming, string encryption, control-flow flattening, minify. 121.4 ms/frame to 0.36 ms/frame, and roughly a third of the file size.

12 Nov 20260.8.4

Unload no longer throws

The current thread cannot access 'Instance' (lacking capability Plugin) on unload. The menu calls its own callback on a game-owned thread and Volt gates the Instance capability per thread, so the teardown now hops to a thread we own before it builds anything, and a re-entry guard stops a double unload.

12 Nov 20260.8.3

Antiaim holds in a live match

Antiaim did nothing once loaded into a match. The game re-sets Humanoid.AutoRotate on join, which silently undid the hold. The flag is now re-asserted every frame rather than latched, and released on stop and unload.

11 Nov 20260.8.0

Third person and antiaim

Third person is forced through the game's own camera-mode call at emote priority, so the real controller still runs and nothing fights it. Antiaim spins the visible model on its own tab — the camera and the shot never move, so a spin costs nothing.

11 Nov 20260.7.0

Silent aim

The product. The client's own shoot packet is retargeted on the way out, so the round lands where the crosshair is not. Origin comes from the game's camera, the point is the closest one to the crosshair, and the packet's direction is rewritten with it — a target without a direction is a shot into the wall.

No camera lock and no snap. FOV ring, headshot lock and pick mode are all adjustable.

10 Nov 20260.6.0

ESP

Corner, box, 3D and both — with fill, edge glow, gradient, chams, an R15 bone skeleton drawn from the real rig, health bars, and the sniper-specific flags read from the player's own attributes. Team colouring mirrors the game's own name-tag rule.

Grouped by distance into one pass, boxes sized once and centred live, so 30 targets do not cost 30 walks.

9 Nov 20260.1.0

First release

Built against the live client, not guesses. The place was dumped first — the entity folders, the rig layout, the team attributes, the packet the trigger sends — and every field name in the script comes from that dump.