FiveM for GTAV Enhanced: Early Access Patch Notes August 31
This patch closes out August with a wide round of community-reported fixes from the GitHub Discussions page, covering resource loading, native behavior, voice, and server performance.
⚠️ Important for server owners: This patch includes connection protocol changes. You need to update to the latest cfx-server build, otherwise players will not be able to connect and will get a handshake error.
⚠️ Breaking change for resource developers: Client resource start events now match Legacy. onResourceStarting and onResourceStart no longer fire on startup and only fire when a resource is restarted. Resources relying on them at startup will need updating.
Below is the full breakdown of everything in this patch.
Scripting & Native Fixes
- Client resource start events now match Legacy —
onClientResourceStartfires for every resource including the one being restarted, whileonResourceStartingandonResourceStartonly fire on a restart instead of on startup (#113, #407). - SaveResourceFile accepts number and boolean values again and writes them as text, instead of throwing "Tried to cast invalid type to buffer" and skipping the rest of the script — and it no longer writes the internal serialization of a table to disk (#354).
- Server RPC natives like
SetEntityCoordswork again from resources with a capital letter in their name or without any client script, instead of failing with "Could not get resource for native execution" (#411). - TriggerClientEventInternal now returns a clear error when the payload is too large, instead of a generic script error (#403).
- Entities created right after another entity was cancelled in
entityCreatingno longer collide with the cancelled entity's id (#416). - sv_entityLockdown accepts
no_dummyagain, soSetRoutingBucketEntityLockdownModecan use that mode too (#437).
Resource Loading & Assets
- Resource file requests now carry a file hash, so caches and proxies in front of
fileserver_addcan tell when a resource has actually changed (#146). - Resource cache builds are now deterministic — the same input produces the same output on a full rebuild.
- Pool sizes now extend automatically for
StaticBounds,MapTypesStore,MapDataStore,TxdStore,InteriorProxy,FragmentStore,DrawableStore, andMaxExtraVehicleModelInfos— covering most of the pool errors hit when loading custom maps and vehicles, with more pools to follow. - Resources now use a
stream_enhancedfolder for their GTAV Enhanced assets. Thestreamfolder still works but will display a deprecation warning. Alchemist received an update to reflect this change. - Reduced how long the "Reloading map" step takes when joining a server, especially with a lot of custom map resources (#161).
Voice Fixes
- Voice now uses the same relevancy as OneSync instead of its own grid, so the internal and external voice servers work with extended map bounds.
- Setting a proximity range now applies reliably, including at server startup.
- /voicechannels.json returns a complete response again when a channel uses non-spatial mode, instead of cutting off after maxDistance (#447).
Server & Config Fixes
- Values in server.cfg that contain emoji or accented characters no longer trigger a false "could not be fully tokenized" warning at startup (#352).
- The refresh command reports how many resources were found and refreshed again, and no longer errors on resources you have deleted (#141, #142).
- KVP databases are no longer identified by the server URL, so stored data survives an IP change, a proxy, or joining through the server list instead of direct connect.
- Fixed a server-side connection handling issue during the handshake.
Client & Rendering Fixes
- The loading screen receives its handover data in time again, fixing cases where it never appeared (#116).
- The client copies update.rpf and update2.rpf from your GTAV installation when they are unmodified, and only downloads them when they are not.
- The launcher can now switch branches through a command line argument, updating only the client.
- The client no longer applies invalid object models received over the network.
- Vehicles in submarine mode, such as the Stromberg, no longer spam sync node validation warnings (#431).
Sync & Performance
- Initial vehicle health and body health are reported correctly on the server.
- Disconnect reasons now tell a client crash apart from a timeout.
- Improved entity and player id handling so ids are less likely to be reused.
- Improved the OneSync scheduler so it keeps using all available cores for longer.
- Reduced the work needed to update routing buckets on servers that use many of them.
- Reduced allocations in server-side net game event handling.
- Fixed server crashes during shutdown.
- Various additional client and server-side crash and stability fixes.
How to Update
Server operators must update their cfx-server build — this patch changes the connection protocol, and players on this build will get a handshake error connecting to older servers.
For clients, the update is delivered automatically through the FiveM for GTAV Enhanced client — simply restart to receive it. Developers of C# resources should also check the dedicated C# runtime patch notes.
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.