FiveM for GTAV Enhanced: Early Access Patch Notes August 4
August kicks off with the largest fix list yet for FiveM for GTAV Enhanced, pulling together a wide range of community reports from the GitHub Discussions page across native behavior, voice, streaming, and the loading process.
Below is the full breakdown of everything in this patch.
Native & Scripting Fixes
- GetGamePool('CObject') and GetClosestObjectOfType no longer crash the client when querying objects near interiors and MLOs (#133, #333).
- GetPedHeadBlendData returns ped appearance data again instead of crashing the client, and getters like GetPedHeadOverlayData report the current values again instead of returning zeros (#208).
- NetworkIsPlayerTalking reports voice activity again instead of always returning false (#179).
- GetCurrentServerEndpoint returns the server address and port again instead of nothing (#339).
- GetIsLoadingScreenActive reports true while the loading screen is active again instead of returning false (#211).
- GetResourceState returns the correct state for a resource satisfied through another resource's
provideagain, instead of reporting it as missing (#15). - RegisterNUICallback passes the callback value to JS with its original type again instead of forcing it into a string (#237).
- SetRuntimeTexturePixel applies its color channels in the correct (r, g, b, a) order again instead of reversed (#353).
- CreateRuntimeTextureFromDuiHandle returns a valid texture handle again instead of always returning nil (#251).
- io.readdir on an
@resourcesubdirectory enumerates files that aren't declared infiles {}again instead of returning nothing on Enhanced servers (#277).
Input & UI Fixes
- Keys bound with RegisterKeyMapping no longer fire while an onscreen keyboard from
DisplayOnscreenKeyboardis capturing input (#177). - The NUI mouse cursor uses the host cursor again instead of the game's scaleform cursor, restoring the familiar Legacy cursor image, size, and hover state (#28, #66, #71).
- Mouse input is no longer briefly routed to the game right after NUI focus is set.
- 3D scaleforms drawn in world space stay steady with TAA anti-aliasing enabled instead of flickering and jittering during frame updates (#169).
- Door opening speed is now frame-rate independent instead of varying with your FPS.
Voice Fixes
- Non-spatial voice channels created with
CreateVoiceChanneltransmit and receive audio between players again instead of reporting success while carrying none (#334).
Streaming & Sync Fixes
- Trailers and other attached entities keep their position instead of teleporting back toward their spawn point when several players leave the area at once (#336).
- Priority-based streaming now caps how many entities stream in around you at once — around 256 vehicles, 256 peds, and 512 objects — to reduce entities randomly disappearing when too many are in range. The limits are tunable with the
onesync_maxNearbyVehicles,onesync_maxNearbyPeds,onesync_maxNearbyObjects,onesync_maxNearbyPlayers, andonesync_maxNearbyOtherconvars. - Advanced population is now enabled by default, so farm and wildlife animals populate rural areas again (#213).
- Joining a server shows the default loading scene again, matching gen8, instead of briefly flashing Michael before your character spawns (#348).
Connection & Handshake Fixes
- The cfx:// protocol handler works reliably again, so linking your Cfx account and joining a server from the browser succeed instead of hanging on "Awaiting sign-in confirmation" (#218).
- The client retries the ENET handshake after a failure instead of giving up on the first attempt, so connections survive transient packet loss (#82).
Server-Side Fixes
- Cfx Server starts again on older Windows versions such as Windows Server 2012 and 2016 that lack
SetThreadDescription, instead of failing to launch (#178). - fileserver_add reliably applies each resource's specific rule again instead of letting some resources fall through to a later
.*wildcard (#342). - RecorderStartReplay now takes an optional routing bucket id, so replays can be recorded for a specific routing bucket.
- Servers can no longer advertise invalid DLC in their server info.
- Setting a non-replicated, client-only statebag value from the client works again instead of erroring when
sv_stateBagStrictModeis enabled (#337).
Performance Improvements
- Reduced idle CPU usage of the JavaScript runtime.
- Optimized the server-side synchronization loop for lower CPU usage.
- Fixed a misleading crash-reporting error message on the client.
- Restarting after a graphics settings change returns you to FiveM instead of launching the base game (#187).
- 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.