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FiveM for GTAV Enhanced: Early Access Patch Notes August 11

The August 11 patch for FiveM for GTAV Enhanced is here, rolling up a large batch of community-reported fixes from the GitHub Discussions page, spanning resource loading, native behavior, voice, connection reliability, and a set of crash and stability fixes.

Below is the full breakdown of everything in this patch.

Scripting & Native Fixes

  • SetHttpHandler returns valid responses and passes POST data through again, matching how the same resource behaves on Legacy (#37). Resources relying on HTTP handlers for webhooks or external calls will now work correctly.
  • RegisterRopeData no longer fails with a "The rope data pool is full" error, and AddRope and other rope natives no longer crash or behave incorrectly (#43).
  • The atDScriptObjectNode pool can now be increased, which resolves exceptions from AddDoorToSystem, CreatePed, CreateObject, and similar natives in areas with a large number of script entities (#168). This is a significant fix for servers with dense script entity populations.
  • CreateColshapePolygon now accepts a plain array of points from JavaScript and Lua, instead of throwing an "arrays should be vectors" error unless the array was pre-packed with msgpack_pack (#300).
  • GetInteriorPortalCornerPosition returns the correct corner coordinates again instead of shifting them (where X came back as 1, Y returned the real X, and Z returned the real Y) (#366).
  • The Lua warn() function outputs to the console again on both client and server, instead of printing nothing (#386).
  • Client-side onResourceStop and onClientResourceStop now fire when a resource is stopped or restarted, instead of being skipped while the resource is torn down (#371).

Resource Loading

  • A resource whose manifest references a missing script file now logs a warning and keeps loading its remaining files, instead of failing to start entirely (#47). Resources with a stray broken file reference will no longer take down the whole resource.

Gameplay & Input Fixes

  • Teleporting to a waypoint while inside a vehicle now works reliably, instead of only succeeding about half the time (#253).
  • Keyboard input is interpreted again after joining a server, instead of frequently leaving you unable to move or open menus (#385).
  • Raw Input is now the default mouse mode, and the legacy Windows mouse mode has been removed from the settings.
  • DrawText shows the correct characters again instead of broken squares (#233).
  • Players no longer see their own vehicle when they and the vehicle are in different routing buckets.
  • Fixed tattoo flickering on player characters.

Connection & Networking Fixes

  • Launching a second client from a Steam or Epic Games copy now works, instead of stopping at an "Activation Required" prompt (#108).
  • Fixed random connection timeouts where the connection handler fired but the joined handler never did, so players finish joining instead of hanging and being dropped (#367).
  • Setting a player's routing bucket to a very high id with SetPlayerRoutingBucket no longer makes the server reserve all system memory (#391).

Voice Fixes

  • IsPlayerTalking and MumbleIsPlayerTalking report the correct talking state again, including for local players and after switching from push-to-talk to voice activation.
  • Additional Mumble voice fixes and stability improvements.

Rendering & Performance

  • Capturing the game screen through NUI no longer permanently lowers your FPS — performance recovers on its own instead of staying low until you restart the game (#206).
  • Reduced entity culling CPU time on the server, especially when using multiple routing buckets.

Server Tooling & Security

  • Diagnostics and metrics endpoints now require authentication, protecting server internals from anonymous access.
  • Added a metric for execution time per sync stage, giving operators finer insight into server performance.
  • Added generate_handshake_key and load_handshake_key commands, so the handshake key can be generated and loaded from a file.
  • Reduced excessive console spam for cleaner server logs.

Crash & Stability Fixes

  • Fixed a client crash when calling SetPlayerModel with a model that has not been loaded.
  • Fixed explosion event data (#379).
  • Various additional server-side crash and stability fixes.

How to Update

This update is delivered automatically through the FiveM for GTAV Enhanced client. Restart your client to receive it, and server operators should ensure their Cfx Server binaries are up to date.

The Cfx.re team continues to actively monitor the GitHub Discussions page during early access. If you encounter any remaining issues, reporting them there gives the team the best chance of addressing them quickly.

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