Welcome to this edition of our Game Client Release Notes, where we recap all of the work completed in the months of June and July.
This update brings many improvements to FiveM and RedM, including enhanced stability and security fixes, expanded scripting capabilities, 12 new natives, and better validation for vehicles and peds, along with integration of new content from the Money Fronts update in canary. A broader polishing pass was also made on our developer documentation.
Support for the Money Fronts Update
Earlier in June, we introduced support for GTA Online: Money Fronts on FiveM’s canary release channel and successfully deployed to production in July.
If you want to deep dive into every change from the update, check out this community post from Derass listing everything this update brings.
The ped models and vehicles pages of our documentation were also updated with the new content.
Security and Stability Improvements
Thanks to the continued collaboration of many community members, we have identified and fixed a significant number of game client crash exploits used in the past month against FiveM servers to disconnect large amount of players:
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Added additional checks against setting empty or invalid ped drawable variations.
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Improved the ped components validation, preventing invalid or out-of-bounds ped component values.
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Interception of bogus head-blend data for non-freemode ped models.
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Wrapped two ActionScript-related natives with validation to block invalid/negative flag indices.
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Ensured player/ped creation uses a valid ped model; preventing bad spawns and crashes.
We also made our experimental netGameEvent handler enabled by default after weeks of successful testing by server owners and members of the community. This new handler reduces the game event serialization overhead, checks if entities sent with the game events are relevant to the target client, and improve its resilience for future title updates.
Miscellaneous stability improvements were also introduced to fix several game crashes experienced by players in specific conditions.
We updated the Cfx.re Platform Server recommended version to 17000. Please provide feedback on our Discord if you are experiencing issues with your server on recent versions.
New FiveM Natives
Community member Nikez added new Natives which control how and if NPC’s react to emergency sirens.
OVERRIDE_REACTION_TO_VEHICLE_SIREN
Setting the state to true and a value between 0 and 2 will cause pedestrian vehicles to react accordingly to sirens. Depending on the value set, the pedestrian vehicle will either stop outright, or pull over to the left or right side.
SET_REACTION_TO_VEHICLE_WITH_SIREN_DISABLED
This completely disables pedestrian vehicles from reacting to sirens. They will not try to do any manoeuvres to evade.
SET_FOG_VOLUME_RENDER_DISABLED
ook3D introduced a native which allows to disable or enable the rendering of fog volumes defined in vfxfogvolumeinfo.ymt. This is particularly useful for server owners who want to remove or customize the default fog around the city, such as after changing light colors, without the interference of the ambient game fog.

Community member grzybeek introduced several getter and setter natives related to fall damage.
GET_FALL_DAMAGE_LAND_ON_FOOT_MULTIPLIER
SET_FALL_DAMAGE_LAND_ON_FOOT_MULTIPLIER
Fall damage multiplier to apply when a ped lands on foot from a fall below the kill fall height threshold (i.e., when the fall does not cause instant death).
GET_FALL_DAMAGE_MULTIPLIER
SET_FALL_DAMAGE_MULTIPLIER
Fall damage multiplier applied to all peds when calculating fall damage from falls below the kill fall height threshold (i.e., when the fall does not cause instant death).
GET_KILL_FALL_HEIGHT
SET_KILL_FALL_HEIGHT
Height from which the non-player peds will instantly die from fall damage.
GET_PLAYER_KILL_FALL_HEIGHT
SET_PLAYER_KILL_FALL_HEIGHT
Height from which the player peds will instantly die from fall damage.
This example shows the modification of SET_PLAYER_KILL_FALL_HEIGHT from 15.0 meters to 5.0 meters.
Recently, tens0rfl0w added the new GET_NET_TYPE_FROM_ENTITY native, which exposes a server function to determine the specific network type of a given entity.
Improved Lua Safe-Navigation
Safe navigation lets you safely access or call properties/functions on potentially nil values without crashing your script.
This update improves that feature by supporting two new types of statements:
1. Property Assignment
myObj?.value = 1
a. This will only assign 1 to myObj.value if myObj is not nil.
b. If myObj is nil, Lua does nothing and moves on, no crash.
2. Function Calls
myObj?.myFunc()
a. This will only call myFunc() if myObj is not nil.
b. If myObj is nil, the call is skipped silently.
Deprecation of Lua 5.3
In June, we also announced the removal of the Lua 5.3 runtime in favor of Lua 5.4, and released it to production at the end of July.
Inside the announcement, you can find all of the known incompatibilities between the two versions, but these should be minimal.
Console Improvements
DaniGP17 introduced a handy filtering field on the F8 Game Client console, allowing for quick lookup of specific log lines.

Furthermore Mathu-lmn not only fixed a logging issue where an error message was missing a newline, ensuring proper formatting in the console output, but also adjusted the console channel naming for streaming warnings.
Custom Fonts for RedM
DaniGP17 made it possible to register font IDs beyond the built-in set within RedM.
This change allows the use of custom fonts that are not part of the base game.
New Server Commands to Block Game Events
Community contributor Ekinoxx0 added new server commands that allow server owners to block specific network game events directly, enhancing server-side control and security. Instead of relying on individual AddEventHandler calls to intercept potentially exploitable events, server owners can now use these commands:
block_net_game_event <eventName>
unblock_net_game_event <eventName>
For this system to function correctly, sv_experimentalNetGameEventHandler must be set to 1, which is the default. These commands will not work if this setting is disabled.
Community Contributions
We welcomed even more community contributions to our repositories this month:
citizenfx/fivem
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fix(gta-streaming-five): add missing byte offset for RawEntry - Adds missing padding on RDR3 builds to restore correct struct layout and prevent memory corruption.
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fix(gta-core-five): prevent crash when climbing ladder with non-biped peds - Adds a null check for biped capsule data to avoid ladder-related crashes for non-biped entities.
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fix(gta-core-rdr3): prevent crash in climbing ladder with non-biped rdr3 - RDR3 counterpart: guards ladder logic against null biped capsule pointers.
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fix(gta-core-five): validate river entity archetype - Adds an archetype null check for certain entities (e.g., rivers) to prevent crashes.
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- tweak(gamestate/server): simplify block_net_game_event commands - Lets server owners specify event names instead of raw hashes for blocking/unblocking.
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- fix(gamestate/rdr3): GET_ENTITY_MODEL for objects & animals - Ensures correct model hashes for objects and wildlife in RDR3.
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fix(lua): fix file write always truncating to zero - Keeps existing data intact when writing to a file rather than wiping it.
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fix(net-event-doc): fix typedoc not recognizing int - Replaces non-standard TypeScript int types with number so TypeDoc generates correct event docs.
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- tweak(core/five): allow empty head drawbl ConVar - Adds a user pref ConVar to permit an empty head drawable, enabling optional “no head” states when desired.
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- fix(component/mumble): return a proper value when user doesn’t exist - Returns false when a Mumble user is missing to avoid undefined behavior, fixing Linux crashes and invalid data on Windows
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feat(core/rdr3): support for increased ped pool - Enables scaling ped-related pools via PoolSizeManager, removes fatal checks, and raises script/mission ped limits to support larger worlds.
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feat(net/rdr3): increase network heap allocation size - Increases the network heap from 26 MB to 35 MB to back higher net pool allocations.
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fix(core/rdr3): crash when targetting invalid ped/player - Adds null checks to avoid crashes when targeting entities not replicated on the client.
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fix(core/rdr3): weaponinfo crash mitigation - Validates weapon info lookups during damage handling to prevent crashes on invalid data.
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fix(core/five): move Ptfx Limit patch - Relocates the Ptfx limit patch into the correct project folder so it’s applied in builds.
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citizenfx/natives
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- fix(vehicle/hash): wrong hash for this native - Corrects an incorrect vehicle native hash for proper function calls.
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- tweak(network): add newline between comment and table (Issue #1265) - Fixes markdown rendering by inserting a newline between comments and tables for clearer documentation.
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- tweak(doc): add note on performance for GetPlayerPed(-1) (Issue #1263) - Adds a note recommending
PLAYER_PED_IDoverGetPlayerPed(-1)for better performance, with a reference link for details.
- tweak(doc): add note on performance for GetPlayerPed(-1) (Issue #1263) - Adds a note recommending
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- tweak: change native name of IS_VEHICLE_WHEEL_BROKEN - Renamed native
IS_VEHICLE_WHEEL_BROKEN to IS_VEHICLE_WHEEL_BROKEN_OFF.
- tweak: change native name of IS_VEHICLE_WHEEL_BROKEN - Renamed native



