Releases: AlexSergey/opensa
Releases · AlexSergey/opensa
v0.2.0
0.2.0 (2026-06-23)
Added
- Multi-game runtime catalogue —
GAME_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
fetchloader (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 missingdataprobe ormanifest.json) wipes the client cache. - Unified player spawn — a single
playerSpawnper 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
Rootframe 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
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.ifpanimations 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 withmap.zonzone detection, districts viainfo.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 understatic/; 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.