Updated Cottonmouth with a new export, improving optimisation and fixing many bugs.
Added occlusion and cull zones in Liberty City, Vice City, and Cottonmouth.
Fixed many Liberty City models.
Fixed the RenderWare version in some Liberty City models.
Fixed water in Liberty City tunnels.
Fixed the fence texture in Liberty City.
Fixed purple windows and a missing texture in Luigi's Club.
Missions, Activities & Side Content
Fixed Upstate Liberty races.
Added a new Bike Shooter mission in Windy Bay.
Added a new Gangster job mission.
Added a new "Protect the Truck" mission.
Added a new "Protect the Package" mission.
Added a new "Carry the Crates" minigame mission.
Added the new "9mm Mayhem" and "Scooter Shooter" missions.
Added new Buggy Craft missions.
Added the Noodlepunk side mission in Liberty City.
Added a new RC Baron race in Vice City.
Added VC PCJ Playground, a Vice City time trial.
Added the VC Raider mission.
Added Hayabusa, Sanchez, and Caddy missions.
Added a new Sky Slalom activity, based on Rustler Speed.
Added a new Mall Security side mission in Vice City Mall.
Added a dance minigame in the Malibu Club in Vice City.
Added the Vice City shooting range inside Vice City Ammu-Nation.
Added the Vice City Good Citizen bonus.
Added the new LC RC Toyz feature in Liberty City.
Added the new LC Slash TV feature inside the Liberty City ship.
Added new features in Anywhere City: APC Military Mayhem, Skateboard Rider, and Towtruck Services.
Added a new Base Jumping minigame, available in the airport areas of Rose City, Anywhere City, Liberty City, Vice City, and Cottonmouth City.
Added many unique stunt jumps around the map.
Added Import/Export rewards and the GTA III Import/Export system.
Fixed the Helicopter Magnet Service mission.
Fixed several bugs in the Fight Club script.
Fixed the VC Rampages script so it no longer bugs out. Thanks to Ilkhan.
Fixed scene skip/cutscene skip for all Assassin missions.
Adjusted the difficulty of many missions.
Adjusted the difficulty of Brawn of the Dead.
Rewrote many side-mission dialogues that were previously placeholders.
Interiors, Pickups, Properties & World Interaction
Added health and armour pickups in many locations.
Added many weapon pickups around the map.
Added many car parks around the map.
Added over 60 interior entrances in Anywhere, Independence, and surrounding areas.
Added working food stores in Vice City with food menus.
Added a save pickup at the Liberty City Stories safehouse in Liberty City.
Made almost every Liberty City Stories safehouse buyable.
Added a new property in Gator Keys.
Fixed some Liberty City Stories and Vice City Stories properties.
Fixed pickup heights in Liberty City so pickups no longer get stuck in the ground.
Extended the pickup IPL section. Pickups can now be defined with their type and ammo in IPL text files.
Added a new car crusher system in Liberty City and San Andreas, giving money based on vehicle health, size, and class.
Introduced a new IPL section called `crsh` to add car crushers anywhere on the map.
Fixed Phil's Ammu-Nation not showing the buy textbox.
Fixed the double Ammu-Nation marker bug.
Fixed bugs in the VC Robbing script, including issues where objects could spawn, despawn incorrectly, or fail to despawn.
Fixed the Interaction Menu and added proper text to it.
The Interaction Menu now only opens when the player is standing still and pressing the M key.
Added two World Ambience events. This system will be improved further in the future.
Fixed tag rotations so tags no longer face the wall where the player cannot see them.
Fixed all tag rotations.
Fixed the unknown Cluckin' Bell interior in the `.IPL`.
Fixed the arcade machines when used.
Added active peds to Fanny Bathers, including dancing girls and shopkeepers.
Fixed the Vice City car wash.
Added a working roller coaster in Bullworth. This is still work in progress.
Shifted the player spawn point from Rose City to Carcer City.
Changed the game starting time from night to morning.
Added trains in Liberty City.
Added ferries in Liberty City.
Added a cable car in Cottonmouth.
Core Systems, UI & Player Experience
Added a new HUD by the Sanvive Team.
Added a new HUD design.
Added a Lua-based HUD editor with extensive customization possibilities.
Added new weapon icons.
Added a 3D perspective radar.
Fully redrew the 2D radar, with most accuracy issues now fixed.
Implemented the ProperRadar system, which adds radar LODs so the full map loads in the menu map every time.
Updated radar and path files.
Added a new graph-based GPS system that uses a custom path graph instead of node files, allowing proper GPS access across any map length.
Added airport blips to every airport.
Introduced a new `arpt` IPL section to add airport blips.
Added a full-map airport travel system similar to the original GTA San Andreas, including cutscenes.
Fixed the Main Menu, which is now available.
Patched the loading bar so it is now properly accurate. This loading bar patch is disabled if Windowed Mode is installed.
Added a new 5-second splash screen when opening the game.
The patch log now appears as soon as a new game is started.
Updated the Feature Manager with more configuration options in `PEcore.ini`.
Fixed the zone issue. Each area now has its proper weather zone, pedestrian group, car group, and related data.
Implemented a new Gang Wars system. Gang zone colors for each city and each gang's weapons are fully configurable through `gangs.dat`.
Fixed Gang Wars not activating.
Added the new RadioEx system, which allows unlimited radio stations to be added to any map region.
Added radio sprites and text-based radio options.
Radio names and sprites now appear in the pause menu as a visual-only feature.
Made LED scroll bars data-driven through `scrollbars.dat`.
Implemented the `roadsigns.dat` system.
Fixed the bug where custom stats were not displaying.
Implemented a custom save file sideloader, which saves all custom stats introduced by Project Eagle.
Implemented a completely new ImGui-based debug menu, which can be activated when Developer Mode is enabled in `PEcore.ini`.
Implemented a full custom Timecyc editor in the debug menu.
Implemented a full performance profiler in the debug menu.
Implemented a proper logging system across the entire repository.
Weather, Visuals, Rendering & Effects
Implemented a region graph-based weather transition system.
Implemented dual-weather interpolation, allowing weather to blend between different regions while each region's normal weather cycle continues to interpolate.
Implemented N-region blending, allowing the weather of multiple regions to blend simultaneously in certain transition spots.
Weather zones can now use any shape or polygon.
Fixed the current region weather cycle so it now properly cycles between the weather types of the current region.
Fixed a weather system bug that happened after teleportation.
Restored Los Santos weather.
Restored game-based color filters.
Implemented color filter interpolation. The San Andreas color filter can now also be interpolated.
Completed the color filter interpolation system.
Created a unified hybrid shader that is enabled when color filters are being interpolated.
Enabled blur colors for Stories color filters.
Implemented blur interpolation.
Fixed the dim brightness of San Andreas color filters.
Fixed peds and vehicles appearing too dark when the GTA III color filter was enabled.
Disabled collision-based lighting for vehicles, peds, and objects when using GTA III and Vice City color filters, matching the original games.
Fixed snowy weather.
Snow weather now interpolates and blends with regions.
Improved snow implementation by adding a random gust target per flake, giving snow a more natural look.
Added `underwater_sa` weather when the player dives underwater. `underwater_III` and `underwater_vc` will be added later.
Fixed bugs related to sandstorms, heat haze, and wind direction.
Fixed a bug in sky color.
Fixed sky flickering when transitions complete.
Fixed cloud highlighting.
Added bloom scaler and bloom offset interpolation.
Implemented proper trails and trail interpolation.
Fixed animated objects, such as scroll bars and clocks, not working with Project2DFX.
Added new loading screen music.
Stability, Performance & Technical Fixes
Rebuilt all scripts.
Reorganised and fixed many parts of the main script.
Moved all CLEO scripts to `main.scm`.
Added many FPS improvements.
Added many FPS optimisations to the weather system.
Fixed in-game stutters.
Fixed several minor bugs.
Added more code fixes.
Added proper bounds checking in PEcore.
Refactored a large amount of code in the PostFX and weather systems.
Implemented a new crash and freeze detection system. It can also check backtraces using the GTA San Andreas PDB file and the PEcore PDB file.
Fixed and improved the crash handler to detect crashes more accurately.
Fixed a crash that occurred when closing the game.
Fixed a random crash when starting the game.
Fixed a vehicle wheel frame crash.
Fixed a crash related to `pedcols`.
Fixed crashes caused by corrupted model files.
Fixed the 1.5-year-old San Fierro freeze.
Updated `water.dat` to fix several division-by-zero crashes.
Fully fixed `water.dat` crashes.
Added ModLoader compatibility. ModLoader now comes with the mod.
Fixed `componentpeds.img` being encrypted.
Updated Widescreen Fix.
Fixed a collision bug with TransFender and gas stations.
Added many accuracy fixes.
Traffic, Vehicles & Population
Remade Liberty City paths.
Remade Vice City paths.
Added working traffic lights to Liberty City, Vice City, Cottonmouth, CC, Peachtree, and Rose City.
Added traffic paths to Leonida, Redland, and Wichska.
Updated paths in many areas.
Updated traffic paths extensively.
Fixed traffic stopping from spawning after some time.
Updated `popcycle.dat` to increase density.
Added new pedestrian and vehicle density patches and settings.
Fixed the Special Vehicle Variation system. Regions can now have their own police vehicles, FBI vehicles, helicopters, army vehicles, and more.
Most of the variation system is now finished.
Fixed bugs in the emergency vehicle variation system so more varieties can spawn.
Fixed car plates changing when moving to a different region.
Fixed helicopter variations.
Fixed cop biker variations.
Expanded the `carmods.dat` limit.
Expanded the vehicle wheel tuning limit.
Added all vehicles from Vice City.
Added vehicles from Vice City Stories.
Fixed Liberty City Stories vehicle sounds.
Added many GTA Underground custom vehicles.
Added proper vehicle names to each car.
The game now has over 1,400 vehicles, some of which are exclusive to multiplayer.
Multiplayer
Fully integrated multiplayer with Project Eagle through S&SMP X Project Eagle.
Rewrote the multiplayer launcher in Rust, featuring a modern UI/UX and faster server fetching.
Added many multiplayer-exclusive vehicles to the game.