0.9.24.x:

 + MHW Limiting to Logical Processors is no longer an option on systems
     that don't have them
 + Corrected debug symbol search path resolution when SpecialK{32|64}.pdb
     is present in Documents\My Mods\SpecialK\

 + Fixed D3D11 Screenshot Hook being destroyed by ReShade
 + Activate XInput Placeholders for Slot 0, 1, 2, 3 in Monster Hunter World
[-] Spawn Win32 console window to print Steamworks DRM / Brakepad spam
 + Allow HDR Monitor Owners to use the FULL range (local maximum luma)

   >> An alternate tonemap will be needed or that is going to cause
        black/white crushing.

 + Minor overhead reduction for state tracking

 + Added secondary validation for situations where ReShade{64}.dll is
     loaded from the wrong location and is therefore expected to be
       Special K's shim loader for custom ReShade.

    * Loading official ReShade by naming it the shim DLL should no longer
        enable Special K's abstraction layer for wrapping ReShade on a
          device context it doesn't own.

 + Decoupled RenderTarget/MMIO/ConstantBuffer/Shader/Draw Call tracking
     -- attempt to only dispatch these things based on which features are
          active.

    * Expect weird behavior in the mod tools window for a while

 + May have restored support for Windows 7, it's not a high priority
 + Removed accidental security code that was devouring CPU on some systems
 + Added anti-debug killswitch
 + Fixed crash due to Steam achievement INI settings in non-working state
 + Fixed a deadlock caused by the Steam overlay unloading a DLL owning an
     active critical section
 + Changed MHW plug-in to write-out all config values on first load
 + Fixed Constant Buffer for alt. tonemaps writing to wrong memory addr.
 + Fixed the INI parameter names in MHW plug-in
 + Added alternative tonemap options to MHW
 + Fixed CEGUI so that it renders to an HDR target (text OSD works again)
 + Added HDR Luminance control for the Steam overlay
 + Removed Inject Metadata button from scRGB mode
 + Set range of HDR luminance sliders to monitor's reported capabilities
 + Added HDR luminance setting persistence for ImGui
 + Added tooltip on CPU widget if WinRing0 is not installed
 + Added June 2010 DX Redistributable Check _BEFORE_ loading CEGUI

  + Added RenderTarget details to the Live RT View in D3D11 Mod Tools;

    * Also added support for displaying rendertargets that don't have
        Shader Resource bind flags (i.e. the swapchain backbuffer)

  + Added CPU driver for AMD Zen and (most) Intel chips Pentium 4 or newer
   >> Run SKIM64 as admin once to install this driver
   >> Use the CPU widget to see these stats

   + Added powerscheme options, stored per-game, to control the Windows
       Power management engine -- you can setup a per-game preference by
         clicking the scheme name in the CPU widget.

 + Changed the formatting of crash logs
 + Fixed mousewheel scroll behavior in ImGui
 + Added HUDless screenshots to Monster Hunters World and Yakuza 0
 + Fixed several issues with "Smart Capture" screenshots in D3D11