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Releases: AlexSergey/opensa

v0.2.0

23 Jun 15:46

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0.2.0 (2026-06-23)

Added

  • Multi-game runtime catalogueGAME_CONFIG (src/game-config.tsx) replaces the single-game .env
    setup: the menu lists every game and you pick one at runtime, each with its own loader, world/player setup,
    parked vehicles, teleports, and a disclaimer remembered per game.
  • Pluggable asset loaders — a fetch loader (download content-hashed chunk archives) and a new local
    raw-install loader
    : point the app at your own GTA install folder via the File System Access API; nothing
    is uploaded, files are read locally in the browser (bring-your-own-files).
  • Locked / anti-rip model support — recover protected (encrypted) DFF/TXD so community mod models load.
  • Mobile / touch controls — on-screen move & look joysticks, jump, and pinch-zoom.
  • Branding — new OpenSA logo, a full favicon set + web manifest, and a social-share (og.jpg) image.

Changed

  • Repositioned as a RenderWare-compatible game engine — README, blog, docs, package metadata and the
    in-app tagline now lead with the engine (compatible with RenderWare; runs GTA San Andreas and its mods)
    rather than "GTA San Andreas in the browser".
  • Boot flow is menu-first — nothing downloads until a game is picked; a single loading screen pulls all
    groups; removed the eager pre-menu core download and the first-visit intro animation.
  • Cache management reworked — per-build-version Cache Storage with a fallback strategy; a revoked build
    (a missing data probe or manifest.json) wipes the client cache.
  • Unified player spawn — a single playerSpawn per game seeds both the capsule and the initial collision
    zone.
  • Input refactored into pluggable sources (keyboard / pointer / touch).
  • Debugger — the Position tab (live coords + city) is always available; teleport lists are per-game.

Fixed

  • Custom-ped root-bone offset — peds whose Root frame is authored off-origin (some mods) no longer
    render off-centre or orbit the pivot when turning.
  • Character material issues and animation retargeting on custom / renamed-skeleton models.

Removed

  • All bundled game assets — dropped the committed player model and other assets; the project ships no
    game files
    , you supply your own copy. Test fixtures use local, gitignored real assets.

Legal & safety

  • Added a Legal & takedowns section (README) and an in-app disclaimer with a rights-holder contact.

v0.1.0

18 Jun 16:15

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0.1.0 (2026-06-18)

Added

  • Engine / renderer — from-scratch RenderWare pipeline: DFF (models) and TXD (textures) parsers, COL
    collision, IMG archive reader, and IPL/IDE world streaming with LOD swap, frustum culling, and fog-tied
    draw distance.
  • Physics & player — Rapier-backed player controller (walk / run / jump, grounded state), follow camera
    with mouse look, and a K+M free-fly screenshot camera.
  • Character — skinned ped with ped.ifp animations driven by a movement state machine.
  • Vehicles — loader with embedded collision, full dummy framework (doors / headlights / seats), enter &
    exit with door animation, physics + basic controls, damage (ramming + struck), VLO, and car2/car4 carcols.
  • World content — water surface + shader, game time and timecyc (sunny, normalized to 24h), weather
    manager with map.zon zone detection, districts via info.zon + GXT, teleports, animated map objects
    (UV + DFF), procedural ground clutter (procobj), road-sign text (2dfx), basic world effects, particles,
    and breakable objects, night-time objects (tobj), and vehicle headlights + reflections.
  • Graphics — lighting, shadows, sky/skybox with volumetric clouds, fog, god rays, bloom, SSAO, and ACES
    tone mapping.
  • Build & delivery — game-build archives split into priority / models / textures, repacked into ~50 MB
    content-hashed chunks; an asset loader (on-demand download, Cache Storage caching, invalidation,
    progress events) and a Virtual File System (unzip + serve) that the game reads everything through.
  • UI shell — instant-loading React shell with a branded intro animation, menu, disclaimer, error/retry,
    Esc pause menu, lazy-loaded game, an in-game F2 tip, fullscreen + mouse capture (pointer lock), and opt-in
    analytics.
  • Tooling — F2 in-game debugger (map viewer, spawn / flip / teleport, live tuning), standalone
    object/vehicle/character viewers, a logger, and offline debug scripts.
  • Project — docs (getting-started, dev docs, per-feature reference), a repo blog, and contribution guide.

Changed

  • Renamed the project to OpenSA.
  • Assets are sourced from game-src/<game>/ and shipped as built archives under static/; at runtime the
    game reads from the VFS instead of fetching loose files.

Fixed

  • Truth's Farm (Countryside) rendering.
  • Vehicle windscreen alpha-channel bug.
  • Water flooding tunnels across the map.
  • Shadow acne on small objects.
  • Streaming "blinking" during LOD <-> HD swaps.