Game Clients Release Notes - Winter '25/26
Welcome to this edition of our Game Client Release Notes, where we recap all the work completed in the previous months.
Steam Integration and Rich Presence
FiveM and RedM now have their own Steam App IDs, replacing the legacy Source SDK Base 2007 identification. Steam will now correctly display each platform when launching the FiveM or RedM clients, track playtime accurately, and support Rich Presence and Party grouping.
Rich Presence shows detailed activity status (such as being in the main menu, story mode, or connected to a specific server), while Party grouping correctly groups friends who are on the same server in your Steam friends list.
Steam authentication will continue to work across both the new and legacy App IDs, alongside controller support, Steam Overlay, and auto‑launching Steam for servers that require it.
This change is now live across all release channels (Production, Beta, and Canary) for both FiveM and RedM. Community servers must be running build 24574 or higher for Rich Presence and Friends List grouping to function. We encourage server owners to update to the latest build (27092) so their communities can benefit from these features.
3D Asset Guide Series
We’re excited to introduce a step-by-step guide series to GTAV 3D modding, designed specifically for beginners. This series walks you through everything from setting up your tools to confidently working with GTAV assets using industry-standard software.
Created in collaboration with community member ook3d, these guides combine practical experience and community knowledge to provide clear, beginner-friendly workflows.
More guides will also be added over time, so you can continue expanding your skills and knowledge.
Updated Fallback Usernames
As part of the migration to the official Steam SDK, FiveM and RedM will no longer use your Windows account username when no other name (e.g., Steam name or the username you set in your FiveM/RedM settings) is available. This change addresses potential privacy issues where users’ real names could be exposed.
Placeholder names will now be generated as a random adjective–animal combination with four random digits. (e.g., “IcyGoose1337”, “SleepyDuck6767”).

Security Updates
We recently introduced a new security measure inside FiveM and RedM to help players identify when a link is redirecting them to an external website. We’d also like to give a shout out to two security researchers who made several reports in recent weeks through our invite-only HackerOne program for FiveM and RedM: divocbn and xor!
If you like chasing down bugs, we are always on the lookout for security-minded community members who are prepared to provide security reports with attached proof-of-concept or reproducible steps sent through the Rockstar Games public HackerOne page.
Community Contributions
Thank you to everyone from the community who has helped to improve the platform! Check out some highlighted contributions that have been merged to our repositories in recent months.
citizenfx/fivem
DaniGP17 continued refining stability and client-side control across FiveM and RedM. A new RedM client configuration flag was added to disable processing of remote attachments based on ownership, giving resources tighter control over attachment behavior. Duplicate CNetObjPlayer creation from the same client is now prevented, and runtime validation was added for invalid SweepAim clip dictionary indices to avoid crashes.
The slow system performance warning modal was removed from citizen-devtools. The orientation blend threshold for remote networked vehicles was increased to reduce snapping and jitter, with a console variable to toggle the behavior. A voice crash was also resolved by safeguarding EnvironmentGroup allocation and safely aborting audio setup when the pool is exhausted.
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feat(extra-natives-rdr3): allow disabling remote attachments in RedM
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fix(citizen-server-impl): prevent clients from creating multiple CNetObjPlayer
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tweak(citizen-devtools): remove slow system performance warning
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feat(gta-net-five): increase vehicle orientation blend threshold
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fix(audioSink): safe-guard EnvironmentGroup allocation to stop voice crash
Ehbw addressed several RDR3-specific stability issues. A loading hang was fixed by skipping calls to SetWindowText on RDR3 builds. DUI rendering was stabilized by switching to the raw D3D11 device for render target creation, fixing texture resource accounting issues that could lead to SLOD2 problems after heavy DUI usage. The DirectInput mouse device signature was also updated for RDR3, resolving crashes caused by an outdated diMouseDevice pattern after recent patches.
Additional graphics improvements hardened the Vulkan and D3D12 paths for RedM, including earlier UMD loading, dedicated GPU selection, improved error reporting, and pipeline-cache invalidation to reduce crashes such as “Failed to allocate memory for Vulkan.” Streaming compatibility was also improved by replacing build-specific vtable indices for CNetObjObject damage handling with a signature-based lookup and sanity checks, making the code more resilient to future game updates.
Gogsi fixed a regression affecting ped health state handling on newer FiveM builds. Ped health decoding was corrected to use 14-bit values on b3717 and newer, ensuring GetEntityHealth returns accurate results and preventing incorrect health readings.
LokiLeiche deprecated a non-functional loading screen native. SET_MANUAL_SHUTDOWN_LOADING_SCREEN_NUI has been deprecated, with users now directed to use the loadscreen_manual_shutdown manifest option instead for proper loading screen shutdown behavior.
outsider31000 improved population type reporting for animals in RDR3. Support for animal creation nodes was added to the GetPopulationType native, ensuring animals return the correct population type instead of being unclassified.
D4isDAVID fixed VFS device lookup by ensuring directory paths include a trailing slash, normalizing paths so VFS mount matching works correctly.
divocbn clamped the serialized vehicle entry/exit point index to a valid range in GTAV core, preventing crashes and potential exploits caused by invalid indices.
Alexr03 updated the profile settings documentation to reflect newer gamepad options. “Sprint Mode” was added to profile setting ID 19, matching behavior introduced in build 2944 and continuing to apply in later builds.
CritteRo expanded the blip reference documentation with newer game data. Blips introduced in builds b3570 and b3717 were added, documenting 36 new blip IDs (922–957) along with thumbnails for easier identification and use in scripts.
LokiLeiche updated the manual loading screen shutdown documentation. The loadscreen_manual_shutdown manifest option was clarified to explain that it keeps the loadscreen NUI active until SHUTDOWN_LOADING_SCREEN_NUI is called, and to note that it replaces the unsupported SET_MANUAL_SHUTDOWN_LOADING_SCREEN_NUI native. Broken native links were also fixed.
GravityScriptsV2 fixed documentation examples by replacing emit with emitNet for networked events, clarifying proper server–client event usage and preventing confusion with local-only events.
citizenfx/natives
microoowave expanded the documentation for vehicle launch control behavior. The SetLaunchControlEnabled native documentation was enhanced to explain how “Arena Mode” affects vehicle handling, physics, and damage behavior.
AvarianKnight made multiple fixes to the natives documentation, correcting formatting and markdown issues, adding missing parameter sections, fixing headers and code blocks that broke parsing, removing obsolete and duplicate HUD natives, and correcting a hash collision for IS_VEHICLE_ON_BOOST_PAD so the native resolves properly.
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fix(hud): delete old file for THEFEED_AUTO_POST_GAMETIPS_OFF
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fix(hud): fix codeblock causing markdown to not parse correctly
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fix(socialclub): fix SC_GAMERDATA_GET_FLOAT not having parameters section
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fix(pathfind): fix GET_NEXT_GPS_DISABLED_ZONE_INDEX not having parameters section
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fix(object): fix GET_PICKUP_HASH_FROM_WEAPON having a bad ## Return vaalue header
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fix(MISC): fix GET_GROUND_Z_FOR_3D_COORD missing a parameter in list
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fix(player): fix SET_PLAYER_CAN_DO_DRIVE_BY using bad ## Example header
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fix(object): fix SET_OBJECT_TARGETTABLE_BY_PLAYER not having a header
Bvrtck updated the documentation for GetSelectedPedWeapon, adding return value details to clarify that the function returns the weapon hash.
LokiLeiche expanded the loading screen documentation, clarifying the differences between game and NUI loading screen natives and adding additional usage notes and examples.
freedy69 added and improved documentation for several UI and pause-menu natives, including renaming pause-menu mouse natives to their public names, documenting previously unnamed functions, clarifying parameters and return values, and fixing an incorrect screenshot example.
Stay tuned for more updates coming soon!

