Changelog
All updates across our scripts in one place. Stay up to date with the latest improvements, fixes, and new features.
Mango CS2
v0.3
2026-02-17- ImprovedAimbot now tracks where bullets actually land during spray, not just the visual crosshair
- ImprovedFOV circle shifts during spray to reflect real bullet trajectory when Punch Compensation is enabled
- ImprovedImproved precision at high smoothing values — no more orbiting or failing to converge on target
- ImprovedRenamed "Aimbot RCS" to "Punch Compensation"
- ImprovedStandalone RCS completely reworked for reliability
- FixedRCS now properly activates during triggerbot bursts
- FixedFixed jolt/snap when starting a second spray — clean reset between sprays
- AddedNew "RCS Start Bullet" slider — control how many shots before RCS kicks in (0–5)
- ImprovedRemoved unnecessary internal timers and workarounds
- FixedFOV circle now accurately represents the angular cone on screen at all FOV values
- ImprovedVertical FOV computed dynamically from aspect ratio instead of using a fixed value
- ImprovedVisuals and Misc panels moved to the Visuals tab in the Perception menu
- ImprovedAimbot tab now contains only Aimbot, Recoil Control, and Triggerbot
- ImprovedVarious performance improvements
Mango CS2
v0.2
2026-02-10- AddedBrand new visibility engine with significantly improved accuracy and responsiveness
- AddedMulti-point detection sampling (6 check points per player) for reliable wall-edge detection
- AddedAutomatic map detection — no more manual map selection, M@NGO figures out where you are
- Added9 competitive maps supported: Dust 2, Mirage, Inferno, Anubis, Nuke, Ancient, Vertigo, Overpass, Train
- ImprovedSmarter fallback logic — visibility transitions are now tighter and more responsive during fast peeks
- AddedTwo visibility modes available: Spotted (lightweight) and Raycast (high accuracy)
- ImprovedCompletely re-architected rendering pipeline improving visual lag during fast camera movement
- ImprovedESP elements now track better with your crosshair even during flick shots
- ImprovedSignificantly reduced per-frame overhead through intelligent data caching and batched operations
- ImprovedPlayer name reads cached and refreshed automatically — no more per-frame overhead
- AddedNew independent RCS system that works without aim assist enabled
- AddedPunch Delta mode: reactive compensation that works with all weapons automatically
- AddedPattern mode: precision per-shot compensation mapped from professional spray data (AK-47)
- AddedSmart weapon detection — automatically disables for knives, grenades, and utility
- FixedCritical bug where RCS compensation was applying at half strength
- AddedAdjustable RCS strength slider (0–100%)
- Added5th color preset: fully Custom colors with visible/not-visible color pickers
- AddedAnimated M@NGO watermark with version display
- FixedArmor bar offset — resolved an issue where armor values could read incorrectly
- ImprovedComprehensive error handling added across the entire script (26 guard points)
- ImprovedIntelligent throttled logging — errors reported with context and frequency counts
- ImprovedBuffer validation on all binary data parsing
- ImprovedViewport and state validation prevents rendering errors during loading or transitions
- ImprovedClean shutdown — all resources and caches properly released on unload
- ImprovedRefactored from monolithic structure into clean, extracted functions
- ImprovedRemoved ~200 lines of dead/legacy code from v0.1
- ImprovedWeapon identification upgraded to instant lookup (40+ weapons)
- Improved24 game data points resolved at startup with expanded fallback coverage