## 0.2.1 - 2026-10-02
- Added camera and mouse aim assist with a configurable hold key, smoothing, deadzone, and maximum mouse step.
- Added cursor, distance, and lowest-health target selection, closest body-part selection, and optional velocity lead to aim assist and silent aim.
- Throttled target scans and added current-screen, match, team, life, and UI checks. Aim assist defaults off and disconnects its render loop when disabled.
- Moved the local actor bridge out of the hidden UI folder so game feedback callbacks can access it.

## 0.2.0 - 2026-10-02
- Added actor controller discovery adapted from VapeV4ForRoblox REDLINER, without runtime downloads or per-frame discovery scans.
- Added game-indicator auto parry with the real parry action, 1v1 timing cues, and optional animation/input fallback.
- Added Anti Parry, Reach, Silent Aim, Killaura, Fly, High Jump, and Infinite Dash, with disable/unload restoration.
- Added Auto Queue, optional match chat, and confirmed hit/kill sounds. All automation/combat modules default off.
- Kept cached combat awareness and added live shot-indicator labels and controller status.

## 0.1.3 - 2026-10-02
- Cache character loadouts, camera animators, and playing tracks; update caches when models change.
- Reduce idle HUD updates and avoid intermediate text changes.
- Check auto-parry range/facing before reading attack states, reuse raycast parameters, and check local parry state live.

## 0.1.2 - 2026-10-01
- Enabled player names, boxes, and health bars by default.
- Added optional normal-input auto-parry with F as the configurable default.
- Added facing/range checks, per-attack limits, input release, match/death/UI guards, and adjustable estimated timing.

## 0.1.1 - 2026-10-01
- Read match team ids and stocks for ally filtering, HUD, and name flags.
- Added optional ally combat cues; default awareness focuses on opponents.

## 0.1.0 - 2026-10-01
- Added weapon loadouts, observed combat-animation labels, and estimated gun draw timing.
- Added local parry-animation timing, nearby threat HUD, visibility/range controls, and FRONTLINES/TTK player visuals.
- Added lifecycle cleanup and explicit unavailable/estimated states; no automated combat.
