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Releases: alberttheprince/rpemotes-reborn

2.1.3

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@alberttheprince alberttheprince released this 28 Jul 17:12
18bb720

Fixes:

  • Fix (EmoteMenuNUI): Make sure getHtmlClassFromCategoryName() generates a valid CSS class for any text that servers might use (thanks @CritteRo)
  • Fix (Placement & Groups): Make sure both Placement and Groups starter functions check for the "canEmote" state and the IsPedBusy() function. Fixes #313 (thanks @CritteRo)
  • Make sure emote building doesn't crash when tables are empty or the menu doesn't exist. (thanks @CritteRo)
  • Fixed an issue with onesync Convar not replicating on the client (thanks @byayex)
  • Removed Blank YCDs that removed Franklin, Trevor, and Michael idle anims, fixing some "missing" anims based on them
  • Prevent stale NUI queue sends from blanking menu
  • Fix Walk Styles local
  • Fix for particle effects (like when using /e pee) cancel before the effect is played, leaving orphaned particle effects
  • Change filtered animal emote

Additions:

  • Added exception for flags applied to players on motorcycle. Please note this may cause animations to look weird if applied to the driver of the bike.

2.1.2

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@alberttheprince alberttheprince released this 20 Jun 19:01
28e7fe3

Additions:

Exports: Execute, GetEmoteCatalog added (thanks @Moldrok)

The above additions should make it easier for external menu UIs (such as mbt_emote_menu) to more easily access the emote list and execute emotes.

2.1.1

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@alberttheprince alberttheprince released this 21 May 17:21
d2a3e94

Added:

  • Exposed StartNewPlacement and GetPlacementState as exports (thanks @MalibuTechTeam)

Fixes:

  • Remove now-redundant lua54 field in fxmanifest. Lua 5.4 is now the only Lua runtime in FiveM. https://forum.cfx.re/t/removal-of-lua-5-3-support/5335232 (Thanks @CritteRo)
  • Fixed various instances where GTA natives would have missing or inconsistent arguments. This is due to either bad documentation when they were initially written, or me forgetting to check the docs when writing code. No bugs were fixed here, since sometimes native do have default values for args. (Thanks @CritteRo)
  • Fixed Keybinding-related event handlers in Bridge.lua, to now use the refactored keybinding functions. (Keybinding refactor was introduced in Nov 2025, and this area was missed). (Thanks @CritteRo)
  • Fixed an issue with ShowPedMenu() in NativeUI, which used an non-existent variable to set the ped's zoom level, when toggling the ped preview in menu. This caused the ped to always be zoomed out when toggling the preview on, even when previewing Mood emotions. Fixed it by making currentZoomState variable global in EmoteMenu.lua, and using that in NativeUI. (Thanks @CritteRo)
  • Use the correct emote function to start /binoculars and /newscam. (Thanks @CritteRo)
    -Stop binos and newscam scripts (if active), if the player hits the Emote cancel button, command, or function. (Thanks @CritteRo)
  • Fix an older bug, where the player ped would not turn around with the binos / news camera, allowing players to look behind them without other players knowing. (Thanks @CritteRo)

Misc:

  • Cleanup binos and newscam scripts, to not contain old animation code. (Thanks @CritteRo)

2.1.0

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@alberttheprince alberttheprince released this 28 Apr 19:55

2.1.0 is a big update for us - We're introducing a brand new UI for everyone to use! View a huge list of emotes, move through it with arrow keys or mouse, all with the same great performance and features you've come to expect with rpemotes-reborn over the years.

Yes, the classic menu is still available if you're a fan of the native GTA-style menu!

Preview Video Here: https://youtu.be/XmesY_FkwUc

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Additions:

  • Added new NUI/menu style for menu (thanks @CritteRo for major UI work!)
  • Added some ped models to compat file

Fixes:

  • Don't recover animations from players who die (thanks @CritteRo)
  • Time out name adjusted (fixes this reported issue)
  • Adjust hoe, hoe2, hoe3, hoe4 prop placement and fixed hoe3 animation (fixes this reported issue)
  • Fixed being able to point and do other tasks while dead (thanks @CritteRo)
  • Fixed being able to do some emotes while dead (thanks @CritteRo)
  • Fixed being able to cancel scenarios to "quick exit" vehicles (thanks @CritteRo)
  • Improve emote reapplication when going through a door, being bumped, or ragdolling. (thanks @CritteRo)

2.0.4

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@alberttheprince alberttheprince released this 08 Mar 06:37
459e316

Additions:

  • Coyote Based Ped Emotes added
  • Coyote peds emote compat added

Fixes:

  • Fixed an issue where hands wouldn't raise when setting HoldToHandsUp = false in config.lua. (thanks @RUNE0013)
  • Fixed issue/unwanted behavior where players would get bumped and emote would cancel (thanks @CritteRo)
  • Fixed pee emote (see below)
  • Removed unusued "onFootflag" option, should be onFootFlag

2.0.3

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@alberttheprince alberttheprince released this 10 Feb 02:30
4c516a0

Additions:

  • Added legacy prop attachment for users who don't use onesync infinify or have disabled statebags (thanks @CritteRo)
  • Added Four new protest Emotes (protest4, protest5, protest6, protest7) (thanks @FalseHope00)

Fixes:

  • Double Variable Declared Fixed (thanks @w1gs)
  • Typo related to swimming notification (thanks @iSentrie)
  • Hold for hands up not working or some users fixed (thanks @cm8263)

Special thanks to Connor Nave, Dayln D, and their servers for testing legacy prop attachment!

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2.0.2

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@alberttheprince alberttheprince released this 31 Dec 19:52
a2e63a0

Additions:

  • Config value to disable or enable emote placement (thank you @CritteRo)
  • Config value to block emote placement while moving (plays emote instantly on player instead of doing placement) (thank you @CritteRo)

Fixes:

  • Rework of Locals, format clean up (thank you @LokiLeiche)

Added:

image

2.0.1

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@alberttheprince alberttheprince released this 16 Dec 14:53
ae91aea

Fixes:

  • Fix for display of duplicate category emojis (thanks @Mathu-lmn)
  • Removed broken floyd2 walk
  • Fixed disabling of keybindings disabling menu keybinds
  • Readded missing combat disable feature

Additions:

  • ccat, ccat2, and batontwirl emotes added (thanks @amuyt1)
  • Hide UI element of "add keybind" emote if keybinding is set to false
  • Ped preview toggle config option (allows users to turn the ped preview on/off) (thanks @iSentrie)
  • Lazy loading of locales (thanks @iSentrie)

2.0.0

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@alberttheprince alberttheprince released this 14 Dec 08:34

rpemotes-reborn 2.0 is here!

Major update: You can now make custom categories! We know this has been a major request, and it's now possible.

The current categories will remain usable.

Additions:

  • (Re)Added Favourite Emotes and reworked favourite system (Thanks @Manason)
  • Config value added to disable abusable walks (Thanks @Manason)
  • Categories now can be assigned via tag (custom categories!) (Thanks @Manason)
  • Add config option to disable preview ped on idle cam (thanks @cm8263)
  • Emote placement preview (thanks @cm8263)
  • Group emotes feature (thanks @Manason)
  • Emojis added as well as config for non-human peds to give peds with limited emotes more options for expression (thanks @dan0666)
  • Props/objects for emotes now controlled via statebag sync (thanks @CritteRo)
  • Group Emotes are now possible (synced dances removed in favour of a system that allows groups of 2 or more to do synced emotes) (thanks @CritteRo)
  • Ace permissions support for emotes, restrict access to emotes based on ace perms (thanks @Manason)
  • Seamless ped detection and permissions configuration for animal peds (thanks @Manason)
  • New Emotes: bdogeat, danceshy3, dj10, dj11, dj12, argue7, argue8, argue9, devestated, surrender8, kneelcry, whiskeybartender, givedrink, givedrink2, givedrink3, dancesilly12
  • New Moods: High, Smug2, Talking, Twitch
  • New Walks: Tense, Hurry4, Hurry5, Floyd2, Brave3
  • Included peds from Bugs Basement, Future Store, Popcorn RP Pets for seamless filtering of animal emotes.
  • Added config to disable shooting/punching while the menu is open
  • Add config option to disable rich text formatting
  • New keybind system (thanks @CritteRo)
  • Added handcuff check for QBX/QB framework bridge

Emote Offsetting and physics overriding are now possible! We use this allow you to use chair sitting emotes to sit on ledges an areas of the map that would be troublesome with collision (thanks @Manason)

  • PlacementOffset = vector4(0.0, 0.0, 0.0, 0.0),
  • PlacementOverridesPhysics = true,

Fixes/Changes:

  • Changed how animal emotes are filtered/handled (thanks @Manason)
  • Sort emotes alphabetically instead of randomly (thanks @Manason)
  • Syringe emote prop fixed (thanks @RhyleyC)
  • Code refactored for improved readability (thanks @Manason and @Mathu-lmn)
  • Fixed issue where players would get stuck in hands-up emote blocking state (thanks @bedoflex)
  • Fixed swaying of ped during preview (thanks @cm8263)
  • Marked riot shields as abusable, as they can be used to block bullets
  • Fixed when ped preview could delete entities like peds/vehicles in the world when in use (thanks @CritteRo)
  • Fixed delay when going over emotes with emoteduration set
  • Improved mood preview for non-human peds
  • Adjust height of non-human peds for emote preview
  • Renamed Zombie Walk to just Zombie
  • Formatting and grammar edits
  • Allow shared emotes to be previewed
  • Removed preview ped on death
  • Fixed QBX/QB checks for last stand/death
  • Fixed issue where sometimes putting hands up while crouched or prone would cause issues with crouching
  • Renamed dancethriller to zompopdance

Removed:

  • Shared dances subcategory was removed (replaced by group emotes feature)

1.9.1

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@alberttheprince alberttheprince released this 31 Jul 20:15

Fixes:

  • Refactored some code (thanks @Manason)
  • Fixed issue with crouch/walk styles (thanks @Mathu-lmn)
  • Adjusted the position of the rake emote
  • Added sixth value missing for some glowstick emotes
  • Updated keybind notification (Thanks @enzo2991)

Additions:

  • canCanel state added (useful for blocking users from cancelling emotes in certain use cases)

  • New emotes added:
    Sunbathe4, Sunbathe5, Sunbathe6, Sunbathe7, mallet, cranialsaw, nailgun, syringe, scalpel, bonesaw, vulture, stickbutterfly, stickhummingbird, doggy, hoe, hoe2, hoe3, hoe4, champw2, champw3, medbag2, beachbag, beachbag2, beachbag3, dufbag2, dufbag3, handbag2, weightsbarbell, weightsbarbell2, weightsbarbell3, weightsbarbell4, weightsbarbell5, weightsbarbell6, weightsbarbell7, weightsbarbell8 (thanks @BackSH00TER and @Scullyy)

  • New Zombie walk added (thanks @amuyt1)

  • New Dog emotes added:
    bdogbark2, and bdogexcited

  • Stream replacement of phone and radio props, which are common "carnado" causes, as a lot of scripts will use these animations. This issue is caused when moving between buckets and prop collisions are not properly cleared. (thanks @FalseHope00)

Note: these use the retriever skeleton/anims, which fixes a long-standing "bug" of players using retrievers/dogs that use the retriever skeleton.

For creators/contributors, there are basically 3.5 types of dog variants: rottweilers, retrievers, small dogs (based off pug) and the ".5" is a couple of anims specific to dogs like huskies and other peds, but which share anims from rottweilers and retrievers.