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GMod Development Update — Late July / Early August 2026 (v482 → v668)

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RijiN GMod — Development Update
Late July → Early August 2026
Loader builds roughly v482 → v668 · Actively maintained P2C

Why this post exists
RijiN is not a dead paste with a storefront. The last stretch of commits is almost entirely real gameplay fixes, AC-aware undetection work, FPS, and customer privacy — not fluff. If something breaks on a modern server (ZS, TFA bases, LSAC, screengrab ACs), we dig into the wire / Lua / render path and ship a loader build.

Current shipping target for this write-up: loader v668 (includes the second-connect crash fix). Pull a fresh loader.exe from Download after purchase; do not redistribute builds.



1. Stability & crash hardening

  • Second-server-connect AV fixed (v668) — Reconnecting through Server Browser could hard-crash with 0xC0000005 at RijiN+0x8A568 (read at -1). Root cause: a cached Entity:GetTable Lua reference was ReferenceFree'd through a destroyed ILuaInterface after GMod tore the client Lua state down. We now drop the cache on interface change / disconnect / begin-connect / spawn, and never free through a dead pointer.
  • Always-on crash MessageBox (v618) — Hard faults show a RijiN dialog even if the crash-dumps toggle was off, so customers can report with a real fault code.
  • Refuse double injection (v484) — Second inject is rejected; logs which DLL is actually loaded so support tickets are not guesswork.
  • Chams / AFK render safety (v652) — Keep chams Begin/EndRender paired so idle / decal edge cases do not take the process down.
  • ZS / Lua paths now gate on is_lua_ready() (signon full), not bare is_in_game(), so half-ready create-game / reconnect states do not poke GLua early.



2. Aimbot — hit what you asked for

A long stretch of this work was “the menu said Head, the bullet went Chest.” That is fixed carefully, not with another silent fallback.

  • No silent hitgroup substitution (v496 / v499) — Missing head on a frame no longer quietly returns chest while still labeling the shot as head. Substitution is only allowed on an explicit last-resort pass, and it reports honestly.
  • Priority hitbox honored across poses (v497) — Priority selection is respected through pose / bone paths instead of being overridden by opportunistic stand-ins.
  • ZS head placement + honest above-target LOS (v655) — Steep below/above shots keep priority head off jaw/crown nonsense; skull multipoints so locks match real bullet paths. Fake “rail pass-through” shortcuts removed.
  • ZS pile-up / LOS stalls (v652) — Shoot origin unstuck from solid volumes; stacked enemies handled for visibility; FOV scans crowd-limited so dense ZS rounds do not freeze the aim pipeline.
  • Aimbot continuity (v643) — Autoshoot / attack stay alive when prediction misses or Lua auto-pistol would strip IN_ATTACK.
  • Team filter correctness (v618) — Prefer CPlayerResource / Lua team over stale entity team so friend/enemy filtering matches the server.



3. Backtrack & fakeping — server-truth targeting

  • Target the tick the server actually rewinds to (v493+) — Source’s lag-comp clock is not “any old history pose.” We aim at the tick the server will use, not a decorative record.
  • Choose the record; do not accept the first one (v495) — Candidate selection is deliberate; fakeping shifts the center of the reachable band instead of doing nothing.
  • Tick rewrite tooling (v495) — Optional “Tick rewrite (all ticks)” writes cmd->tick_count so StartLagCompensation stops on the chosen record. Toggleable because LSAC watches tick manipulation.
  • Cap rewind to server + stored history (v487) — No requesting ages the server will not honor or we cannot store.
  • Clear history on network epoch change (v486) — Stale bones from a previous map / connect do not get reused.
  • Fakeping acknowledgement depth held between datagrams (v490) — Depth stays consistent so backtrack geometry does not jitter every packet.
  • Rapid-fire no longer nukes fakeping / backtrack state (v488–v489) — Disabling rapid fire releases shared state cleanly without wiping lag-comp setup.
  • Bone provenance logging per backtrack shot (v485) — for internal diagnosis when a shot “should have landed.”



4. Nospread / recoil — real SWEP families

This is where most P2Cs fake it. We rebuilt inverses from verified Lua + prediction seed / curtime, then fixed the wire so the correction actually reaches FireBullets.

  • TFA / TacRP / CW / FAS Lua SWEP nospread (v635+) — Family-specific inverses. TacRP can still drift at extreme range; that is called out honestly, not marketed as perfect.
  • TFA mouse1 double-apply fixed (v667) — Holding attack ran the inverse pre-pred and post-pred → double correction. Manual fire and aimbot now share one correct path.
  • Bake-dir / Context silent aim stays on the wire (v667) — TFA-style GetAimAngle / bake-dir corrections were getting wiped after Context restore. Corrected angles are re-stamped so the server sees what we computed.
  • ZS nospread regressions after Lua rawget sweep (v661)GetTable lives on Entity meta, not Weapon meta. Base methods resolve through weapons.Get. Angle/Vector use userdata floats — never raw table ops on userdata (that path corrupted memory historically).
  • Auto-pistol + aimbot autoshoot (v665 / v667) — Semi-autos fire again under autoshoot: click-refire when Primary.Automatic == false; unknown (-1) still holds so rifles do not tap-fire.
  • Nospread FPS gates (v643+) — Stop probing ZS/TFA Lua every CreateMove on unrelated guns.
  • No visual recoil FPS (v666–v667) — Cached Entity:GetTable; TFA/CW/FAS NVR is OverrideView angles-only (no per-tick FindMetaTable / punch wipe / shadow spring tax). M9K ConVar pointer cached.
  • ZS burst-primary prediction skips (v652) — e.g. FAL rifle-auto that only queues burst Think — predicting it leaked DT and poisoned the next real shot.



5. Movement

  • Autostrafe under Context silent aim (v495 / v497) — Context was capturing the strafe wish yaw as “look to restore,” so WASD directional strafe died on Context while Serverside/Clientside still worked. Wish is carried independently; finalize always applies so W/A/S/D offsets are real.
  • Wish direction no longer rounded into a brake (v492) — Directional control stays smooth instead of dumping speed.



6. Visuals, FPS, anti-screengrab

  • Glow / chams cost cut (v561) — Glow no longer walks the full entity list three times and composites with eight fullscreen quads. One candidate list, cheaper stencil, skip entities chams already drew, four-offset composite. Players are not drawn twice in the DPSSE chams loop.
  • Player resource cacheget_player_resource no longer strcmps the entity list every net update.
  • FOV circle restored in Present (v551)
  • Anti-screengrab overhaul
    • render.Capture only counts when it targets the screen — icon/thumbnail addons no longer spam warnings / get spoofed frames (v561).
    • Screengrab toast restored via Present-flushed pending notify (v616) — capture runs in PostRender before Present.
    • ReadPixels covered; sticky COPYRT false positives reduced.
    • Present overlays forced onto the swapchain so LibreCIA GrabRT stays clean (v612).
    • Loader desktop screenshots removed; GMod capture path routed through dxgidmp (v d6d88e2 era).
    • Low-end anti-screengrab toggle — full-scene refresh is optional because it costs FPS.
  • Neck hitbox removed — HL2 has no real HITGROUP_NECK; the synthetic band was shoulder-height and missed constantly.



7. Loader, privacy, brand

  • We do not harvest Steam accounts (v0624337) — touching customer Steam accounts is bad business. Period.
  • Loader desktop screenshots removed — no Error-37 style in-process D3D9 “send us your desktop” probe.
  • steamid_list plumbing purged from loader_server — no RLM steamid forwarding / caches / stats hooks; wire padding kept only for packet size compatibility.
  • Modules encrypted at rest; license / tamper handling hardened; cloud config slots restored (v551 / v498 era).
  • Brand cutover: secretservice.club → rijin.gq (v498).
  • Production shipping path with FPS gates and Themida/Oreans tooling restored for local protect builds.



8. Undetection / LSAC-facing notes (high level)

We will not publish a full bypass cookbook in public. Internally this window included:
  • Client-side LSAC viewangle / movement / aim-related hook work kept on the client only — we do not hook server.dll (listen-host false confidence).
  • Lua field access moved to rawget / Entity:GetTable / weapons.Get patterns so hookable __index / __newindex paths are not the default.
  • Tick rewrite is a toggle because tick-count checks exist on serious ACs.
  • Screengrab / GrabRT paths cleaned so overlays do not paint into AC capture RTs.
If you get actioned: open a Support ticket with AC name, server, approximate time, and build number. Do not post private detection details in public threads.



9. Commit window (recent shipping trail)

Rough loader / changelog trail from this development block (newest first):

Code:
v668  Second-connect Lua GetTable ref AV + ZS is_lua_ready gates
v667  TFA nospread wire / mouse1 double-apply / NVR FPS / auto-pistol
v661  Lua rawget sweep + ZS nospread regression fixes (documented)
v655  ZS aimbot head placement + honest above-target LOS
v652  ZS LOS/pile-up stalls, burst-pred skips, chams AFK safety
v643  Aimbot continuity + nospread FPS gates
v635  TFA / TacRP / CW / FAS Lua SWEP nospread
v618  Team filter + always-on crash MessageBox
v616  Screengrab toast via Present flush
v612  Present overlays off GrabRT; privacy (no Steam harvest)
v561  Visual path cost cut; capture false-positive fix; neck hitbox gone
v551  Cloud configs + FOV circle; module harden
v498  Brand → rijin.gq
v497–v482  Autostrafe/Context, hitbox honesty, backtrack tick truth,
           fakeping depth, rapid-fire state, m_flNextAttack, ZS raw writes

That is dozens of focused fixes in a short window — not a single “changelog.md marketing dump.”



10. What we want from you

  • Download a fresh loader after major bumps (this one: aim for v668+).
  • Report crashes with the RijiN fault dialog / dump path (%USERPROFILE%\Documents\rijinX64\crash_dumps\).
  • Report detection privately via Support — include AC, server, time, build.
  • Do not redistribute loader.exe, private DLLs, or configs. Redistribution is a ban.

Still WIP (said plainly)
Menu polish and some rage tooling remain WIP. Priority order for this P2C is: stability → correct bullets → FPS → undetection → UI chrome.


— RijiN GMod · We ship fixes, not excuses.
 
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