Releases: SensityTech/Vehiculum
Release list
v0.2.3
v0.2.2
Changes
- Fixed: volume slider fill was computed in two places. The two copies had drifted — Preferences rounded the value, the player bar did not, so the DOM carried
14.000000000000002%. The rule now lives once, in the pure layer, and clamps its input: an invalid value renders 0%, never 100%.
Cosmetic only — no behaviour change from v0.2.1.
Since v0.2.1.
Released by @MXK7.
v0.2.1
Changes
- Delete a vehicle — hide it, exclude it from the FiveM build, or remove it from disk to the recycle bin. Only what belongs exclusively to that vehicle is removed; anything shared with another vehicle is kept and reported.
- Undo an add — from the row's context menu or the restore center.
- Listen to a vehicle's sounds — a new Sounds section resolves which
.awcbanks actually belong to the vehicle by walking the audio graph in its.relfiles, with a global player at the bottom of the app. - Fixed: the scanner was reading its own build output. It reported 480 vehicles for 240 real ones, invented a phantom category, and produced a pack of 172 vehicles instead of 16 — which crashed a FiveM server with
TxdStore Pool Full. - Fixed: a project lost its identity on import. The descriptor carried no id, so target categories were orphaned every time.
- Fixed: deletion never completed.
shell.trashItemrejects forward-slash paths on Windows, and it failed on the first file. - Renamed the tidy wording to split: it always referred to combined
.metafiles, never to categories.
Since v0.2.0.
Released by @MXK7.
v0.2.0 — Projects, Add, and a Build that ships intact
First public beta. A lot has changed since v0.1.1 — this release turns Vehiculum from a read-and-repair tool into something you can organize a whole vehicle library with, and ship from.
Important
The two guarantees still hold in every build: escrow-protected packs are never written to, and every write is backed up first — into the app's own storage, never into your resources, restorable file by file.
A project is now a folder
Previously a project was a list of pointers to folders scattered around your disk. Now you pick a parent folder, and Vehiculum creates the project folder for you: your packs sit at its root, alongside a descriptor, a .gitattributes (LFS for .yft / .ytd / .awc / .ydr) and a .gitignore.
That folder is a resources/ folder. A server can point straight at it, or git pull it.
- Git in one click — branch, modified files and ahead/behind live in the status bar; commit, push and pull from the dialog. Never a command line.
- Escrow can't leak. Two independent guarantees, not one: a
.gitignoreregenerated after every scan, and a pre-commit guard that blocks and un-stages any tracked file under an escrow pack without consulting the.gitignore— so it still holds if that file is wrong. - Import an existing project folder, including one cloned from git.
- Descriptors use the
.vehiculumextension and open the app on double-click. - Guided migration for older multi-folder projects, which also re-indexes your target categories, your backups and the install journal — all three are keyed on the folder path, and moving without re-indexing would silently cost you your organization.
The "Add" button works
Bring a vehicle into your garage from a FiveM resource folder or a mod dlc.rpf — the archive is unpacked, its RAGE tree flattened into data/ and stream/, and a manifest generated. A name that's already taken is never overwritten: the new one is suffixed, and the app tells you which name it used. Every added file is journaled, so the whole thing can be undone.
Build FiveM — the pack now arrives intact
Several bugs here were found by measuring the actual output against the source packs, one file at a time. If you built with v0.1.x, rebuild:
- 7,643 stream files were being dropped on a real garage — every modkit part and every vanilla-replacement model. Everything under
stream/is now carried over, whatever its extension. - A crash on server start (
AUDIO_GAMEDATAdeclared but missing) — audio living undersounds/wasn't found, yet its declarations were still emitted. Nothing is declared any more unless the file was really copied. - Silent vehicles —
AUDIO_WAVEPACKpoints at a directory, and the fix above was dropping those lines. - Dead sirens and lights —
carcols.metais now delivered exactly as your pack ships it, anddata_filelines are emitted in the order the game needs (handling → vehicles → carcols → carvariations). Loading order is part of the contract, not a detail. - Missing layouts and metas — 13 resource-level
.metafiles per pack were being lost. - Optional modkit id remapping in the output, never in your source.
New tools
- Separate handlings — a handling is addressed by a name that's global to the game, so two packs declaring the same one collide and a vehicle silently drives with another's physics. Vehiculum now reads every
handling.meta, tells you who's overridden, shared, borrowed from the base game or already clean, and gives each vehicle its own. - Sirens & lights — the game only addresses 255 configurations; anything above wraps around and collides. Audit and minimal renumbering: only faulty ids move, and ids belonging to the base game are reserved, never handed out.
- Modkit ids — conflicts, homonym kits, and collisions with the base game (which occupies 615 ids of its own).
- Tuning options — browse a vehicle's real catalogue, preview a part mounted on the vehicle with the part it replaces switched off, and remove options you don't want.
- Spawn names in one click, in three formats (one per line, comma-separated, or a ready-to-paste Lua table).
- Split combined
.metafiles into one folder per vehicle.
The 3D preview
- 8× faster, and re-selecting a vehicle you've already viewed is now free (3.2 s → 10 ms).
- The body shows its real factory colour, and embedded liveries render.
- Wireframe mode, and your viewing angle, zoom, auto-rotation and wireframe are remembered across vehicles and restarts.
Diagnostics that stop claiming what they don't know
Several detectors were reporting problems that weren't. Vehiculum now reads the base game's own tables from your local GTA V install — colours, siren and light ids, handlings, model names — so it can tell a real anomaly from something the game simply provides.
Measured on a real garage: unresolved siren references 54 → 19, audio warnings 12 → 8, and three genuine collisions with the base game that were previously invisible. Without a GTA V folder configured the tool still works, and says plainly that base-game ids are unknown.
Also fixed: 90% of healthy textures were being needlessly re-encoded (the mip-chain check counted down to 1×1, while RAGE stops at 4×4), and ATI2 textures were all reported as corrupt — they store 8 bytes per block under a label that claims 16, so they were being read twice too fast.
Mass processing
- Parallelized — around 6× faster (≈20 s per file → ≈3 s).
- Cancellable, with a clear message that files already in flight will finish.
- One bad asset no longer aborts the batch. It used to abandon every remaining file, silently. Failures are now isolated, counted, and listed with the reason.
- A preparation screen on open, so the list is fully flagged before you start browsing instead of filling in under your eyes.
Also
- Resources using the legacy
__resource.luamanifest are finally scanned — one was invisible to the entire app until now. - Duplicates moved to a side panel, so you keep the vehicle list in view.
- The health center is split by intent: Optimization (it works, it just costs more than it should) and Conflicts (two things claim the same game-global name).
- New brand, banner and icon.
Windows 10/11 x64. Install Vehiculum-Setup-0.2.0.exe for auto-updates, or take the portable build. Existing installs will offer the update on their own.
Found something wrong? Open an issue — beta feedback on real packs is exactly what's most useful right now.
v0.1.1
Changes
- feat: phase 7 — garage health center, restore center, liveries, spawn rename
- fix: quality pass — GDPR opt-in, pooled analysis (90s → 4s), visual fixes, clothing-domain purge
- docs: record the v0.1.0 release and the review-fix batch in CLAUDE.md
Since v0.1.0.
v0.1.0
Changes
- fix: harden garage write safety and optimize accuracy (review findings)
- chore: wire the Vehiculum Sentry DSN and Aptabase key
- feat: phase 5 — batch fixes, textured 3D preview, button alignment
- feat: phase 4b/3b — per-vehicle fix/optimize, warning badges, 3D preview
- feat: phase 4 — mass actions, script_rt & texture analysis
- feat: phase 3 — category rail, refined search, texture preview
- feat: phase 2 — open a vehicle folder (garage), drop pack UI
- feat: Vehiculum visual identity — car logo and orange default accent
- feat: bootstrap Vehiculum from the Vestium base