Every release, as it was shipped. This is the same text shown on the
Updates card inside the menu.
v2.16.14
Cherax
21 Oct 2026
- fixed: Crash Protection was blocking ordinary players. In a lobby with nobody attacking you, it could reject everything a normal player sent — making them freeze, rubber-band or vanish — while the "Blocked this session" counter ran into the hundreds of thousands. Several of its checks were rejecting values that are perfectly normal in a busy session, and once a player tripped one of them they stayed blocked for the rest of the session with no way back. Both are fixed: the bad checks are gone and the block now clears itself the moment the real malformed data stops.
- changed: the checks that remain are the ones with a demonstrated crash behind them — corrupt (NaN) positions, velocities and physics values, self-attachment loops, and the known kit/parachute crash families. Roughly thirty checks that guessed at "reasonable" limits for things like task types, wheel counts and inventory sizes have been removed; they never caught a real attack and they were the source of the false blocks. You may see "Active guards" drop from 40 to 26 — that is this change, not something switching off.
- performance: fewer checks also means less work per network packet, so Protection costs less FPS in a full lobby than it did.
v2.16.10
Cherax
19 Oct 2026
- performance: Crash Protection no longer costs you frames while you are being attacked. When a modder floods you with malformed sync data, BlueScript now recognises them from their first burst and rejects everything they send outright, instead of inspecting every packet in full. You are protected exactly as before — the "Blocked this session" counter keeps climbing, which is it working — it simply stops costing FPS. Normal players and your friends can never trigger it, and it clears itself the moment the flood stops.
v2.16.9
Cherax
19 Oct 2026
- fixed: Crash Protection no longer floods you under attack. When a modder spams malformed sync data, every blocked packet used to fire its own log line and (if "Notify Protections" was on) its own toast — hundreds a second, which itself caused lag. Now each attacker + block-type is reported once; the protection still blocks every packet (the "Blocked this session" counter keeps climbing, which is normal — they can't crash you), only the spammy reporting is collapsed.
- fixed: the Protection tab no longer lags on hover. Long feature descriptions were rendered as one unwrapped line that ran off the screen and re-laid-out full-width every frame while hovered; tooltips now wrap to a normal size.
v2.16.8
Cherax
19 Oct 2026
- security: hardened player-targeted chat commands so a command can only ever affect the single named player. A set of them were bound to the wrong feature and resolved to session-wide "…All" actions; the command runner now fires only genuine per-player features, so a permitted friend can't trigger a lobby-wide action with one command.
- performance: the per-frame feature-state checks (safeFeatureIsOn) are now cached within each tick, cutting repeated API calls per frame for steadier FPS in full lobbies.
- fixed: Keep Suppressor In Vehicles now keeps the suppressor instead of swapping it for a muzzle brake (it was equipping every muzzle component, so the last one won the slot).
- fixed: Auto Apply Loadout now applies once when you enter a new session instead of re-giving your whole loadout every 3 seconds (which stopped you dropping weapons and constantly topped your ammo).
- fixed: Finger Gun "Shot Delay" slider now actually sets the fire rate (it was computed but never applied).
- fixed: chat !tp with no coordinates now teleports you to your map waypoint — the half it always advertised.
- fixed: Reset All no longer switches off the drift score / tyre-smoke / exit-boost toggles that are on by default.
- fixed: Better Join Notifications description now matches what it does (a clean join/leave toast with the online count).
- internal: a headless load-test now runs in CI to catch load-time crashes before a build reaches users, plus tooling to close the remaining Enhanced-only feature gaps.
v2.16.7
Cherax
19 Oct 2026
- fixed: Scrolling Plate no longer messes up your plates when you switch cars — it now restores each car's original plate when you swap vehicles (it used to stamp the first car's plate onto the next one and leave the first car scrambled).
- fixed: the sync/spawn protections no longer block or spam-flag your friends. A new "Never Block Friends" toggle (Protection tab, on by default) makes the guards skip tagged [F] friends, so a teammate's cars/ped aren't blocked (they were going invisible in co-op) and aren't falsely detected. Turn it off if you ever distrust a tagged friend.
- changed: the on-screen monitors (Game Monitor, Modder Radar) are now locked in place while the menu is closed, so aiming can't drag them around by accident. They're still freely draggable with the menu open (and "Lock position" still pins the Game Monitor even when open).
- fixed: Lock Outfit now locks the outfit you're actually wearing — it snapshots your current clothes when you turn it on and holds them. It used to re-apply an empty wardrobe slot, which reset you to the default/naked components.
- fixed (feature-logic audit): a pass through the menu caught a batch of toggles whose code didn't match what they say they do:
- Disable Action Mode / Disable All Radio Emitters / Disable Loading Screen Music / Auto Dry — the on/off wiring was inverted, so these applied themselves even while OFF and could never be turned back off. They now apply only when enabled and revert when disabled.
- Move Speed — turning it off (with Motion State also off) no longer leaves you stuck fast/slow; your move rate resets to normal.
- Headlight Multiplier — the brightness slider now sticks instead of snapping back to default every frame (a leftover line was also pinning engine power to stock; removed).
- Player Waypoint — the "a player has a waypoint on you" alert now actually fires (it was reading the waypoint position wrong and never triggered).
- Exit Current Interior — now actually leaves the interior instead of always reporting "Interior readers unavailable on this build."
- Disable Transaction Errors — no longer hides your vehicle-name HUD element (it was toggling the wrong HUD component); it now targets the transaction-error path.
- Stealth Levitation (Spoof Tutorial Session mode) — turning it off / dropping noclip now un-spoofs you back to the normal session instead of leaving you stuck in a tutorial session.
v2.16.6
Cherax
04 Oct 2026
- Release 2.16.6: menu header GIF (drag to place, throwable) + delivery; UI consistency (hover descrip
v2.16.5
Cherax
27 Sep 2026
- fixed: loading a Cherax saved file no longer triggers "action" features (engine swap, hair/eye color, gun van, Photo Studio, LSC Camera, Drone Cam, Flappy Bird, Watch Dogs) — they no longer fire or hijack your camera when a save loads
v2.16.4
Cherax
26 Sep 2026
- menu tidy-up: features moved to the tabs where they belong
- Move Speed, Motion State, Yoga Run, Faster Ladders and Disable Stealth Restrictions now live under Self > Movement
- loadout Save / Load / Auto Apply moved into the Weapon > Loadout tab
- Session Census now sits next to its results in Session > Players; Teleport To Gun Van moved to Session > Teleports
- a few more: Player Waypoint (Self > Player), Togglable Bigmap (Display & HUD), Ped Riot (World > Fun)
v2.16.3
Cherax
26 Sep 2026
- fixed: loading a Cherax saved file no longer forces the "hands up" vehicle animation while you're on foot
- clearer wording on the Blame Kill Protection toggle
v2.16.2
Cherax
25 Sep 2026
- redesigned notifications: cleaner BlueScript style, tighter layout, and the repeat count now sits in the corner
- fixed an in-game UI glitch that could distort the menu
- UI polish pass: steadier speedometer, cleaner Game Monitor spacing, keybind capture can be cancelled, and fewer duplicate log messages
- tidier menu: a few toggles moved to where they belong (e.g. Lock Outfit now lives under Appearance)
v2.16.1
Cherax
24 Sep 2026
- modder detection now merges the shared list with your local one instead of one hiding the other
- in-game modder tagging: tag/untag a player and it syncs to the shared list everyone sees
- fix: tags saved in-game no longer get wiped by the shared-list refresh
v2.16.0
Cherax
24 Sep 2026
- new loader required — grab a fresh one and paste your same key
- in-game messages: you can now get announcements straight to your screen
- better modder detection with a shared flag list
- menu cleanup: features sorted where they belong, and sliders sit with their toggle
- quicker response on bans and unloads
v2.15.13
Cherax
23 Sep 2026
- internal hardening, nothing user facing
v2.15.12
Cherax
23 Sep 2026
- new protections for everyone: rate gate (event-flood limiter), spoofed script-event blocking, and an automatic anti-oppressor response (defaults to off)
- kill all enemies added to the world tab
- more crashes unlocked in the player crashes tab
v2.15.11
Cherax
23 Sep 2026
- internal cleanup, nothing user facing
v2.15.10
Cherax
23 Sep 2026
- internal cleanup, nothing user facing
v2.15.9
Cherax
23 Sep 2026
- internal cleanup, nothing user facing
v2.15.8
Cherax
22 Sep 2026
- internal changes, nothing user facing
v2.15.7
Cherax
22 Sep 2026
- monitor: host queue now actually shows, it was reading 64 bytes off
v2.15.6
Cherax
22 Sep 2026
- monitor: rendered objects/peds/vehicles actually show counts now
- blind peds never did anything, it does now
- world ped scanning missed anything the pool walk didn't catch
v2.15.5
Cherax
22 Sep 2026
- monitor shows your real nat type now instead of "not set"
- spoof nat type was writing to the wrong place and never worked, fixed by the same change
v2.15.4
Cherax
22 Sep 2026
- monitor: rendered objects/peds/vehicles were always 0, they show real counts now
- monitor: nat type showed "not set" instead of your actual nat
v2.15.3
Cherax
22 Sep 2026
- game monitor shows host queue, ie which rule the lobby used to pick its host
- model swap detections no longer repeat, they used to re-flag the same player for every model they changed to
v2.15.2
Cherax
22 Sep 2026
- security fix. a file sitting in your cherax folder could get code run inside bluescript. sandboxed now, worth updating
v2.15.1
Cherax
22 Sep 2026
- internal hardening, nothing user facing
v2.15.0
Cherax
22 Sep 2026
- blame kill protection. stops people framing you for kills. while it's on nobody can damage you, so turn it off for pvp
- anyone who tries it gets flagged in detected modders
- every modder detection has its own toggle now, plus control over the toasts
- detections stay local
- better protection coverage overall
- game monitor and modder radar rebuilt, they size properly and you can drag them from anywhere
- new menu icons
- friendly tab tidied up, fewer panels
- bluescript users show up in the modder radar
- crashlab removed
v2.15.0
Cherax
22 Sep 2026
- Added:
- Detections panel (Protection -> Detections). Every modder detection now has its own toggle, grouped by where it comes from, so you can turn off anything that false-flags for you. Turning off a source also clears its rows from the Modder Radar.
- Notification control. A single toggle for protection toasts, and a player is now announced once per detection instead of on every sweep.
- BlueScript users are identified in the Modder Radar, with a separate Dev tag.
- Changed:
- Wider protection coverage across sync, script-event and net-event handling - a full pass over every guard closed the remaining gaps.
- Detections stay local. BlueScript no longer writes into Cherax's shared modder database; what it flags is its own and does not follow you between menus.
- Game Monitor and Modder Radar rebuilt. Title bars and the dead close button are gone, both windows size to their contents instead of a fixed width, section headings are bold in your accent colour, and the old top status bar is folded into the monitor. Drag either one from anywhere, whenever it is on screen.
- Menu icons redrawn as one consistent set.
- Friendly player tab consolidated from 29 panels down to 15.
- Removed:
- CrashLab and every toggle attached to it.
v2.14.1
Cherax
22 Sep 2026
- Fixed - BlueScript users now actually show in the modder radar:
- Script event hashes arrive from the game as a signed 32-bit value while Joaat returns the unsigned one, so any comparison against a hash with the high bit set could never match and failed silently. The BlueScript presence beacon was exactly such a hash, which means no BlueScript user has ever been detected, on any build - they now show in Detected Modders as "BlueScript User" / "BlueDev" alongside any real detections.
- The same mismatch is now normalised for every script-event block (Apartment Invite, Remove/Give Wanted, Sound Spam, Ticker Message, Insurance Scam, Mission Invite/Force/ Confirm), which carried the identical exposure.
- Changed:
- Blame Kill Protection notifications now use BlueScript's own toast style instead of the generic one, matching the rest of the menu.
v2.14.0
Cherax
22 Sep 2026
- Added - Blame Kill Protection that actually stops the framing:
- Blame Kill Protection (Protection -> Net Event Protection). Stops other players framing you for kills you did not commit. A blame kill is decided on the *victim's* machine, so dropping the forged damage event on your end can never clear your name - this instead advertises friendly fire as disabled on your own outbound player state, so a remote machine refuses to pin the kill on you. The victim can still die; your name no longer ends up on it.
- Note: while this toggle is on, other players cannot damage you. Turn it off for normal PvP.
- Blame-kill *detection* is unchanged and still always on - the attacker is still flagged in Detected Modders as "Blame Kill (forged attacker)".
- Fixed - protections that were silently doing nothing:
- The sender's player id never resolved on incoming net events or script events, so several features were quietly dead. All now work:
- BlueScript users are now shown in the modder radar ("BlueScript User" / "BlueDev") - the presence beacon could never record who it saw.
- Event rate gate was bucketing every player in the lobby under one key.
- Spoofed Script Event guard could never fire.
- Script-event blocks (SH Crash, Insurance Scam, etc.) flagged nobody when they blocked.
- Protection notifications now name the right player.
v2.13.0
Cherax
19 Sep 2026
- Added - audio control, lock-on/targeting, vehicle tweaks, and saved settings:
- Sound suppression: new toggles to silence ambient audio, vehicle radio, alarms, sirens, thunder, indoor/outdoor/radio emitters, explosive beeps, ability sounds, transition audio, Post FX, and dead-driver/ped-death horns.
- Lock-on & targeting: disable lock-on restrictions and range limits, remove the 3-second lock-on timer, disable the line-of-sight check, and disable player/non-player ped targeting.
- Vehicle: disable air slowdown and boost restrictions, force-field radius, interior light toggle, and disable NPC death swerving.
- Disable Idle/AFK Kick.
- Load Settings On Startup - your toggles are restored when the script loads.
- Spawn RC Bandito / RC Tank (GTA V Legacy only).
v2.12.27
Cherax
13 Sep 2026
- Fixed - Never Wanted now works on other players: Never Wanted (Friendly) was calling the local-only wanted-level natives with the target's player id, so it never touched a remote player — the toggle looked active but did nothing. It now clears a remote friend's wanted level over the network (the same event path Set Wanted Level uses). Using it on yourself still works as before. Please test in a live session.
v2.12.26
Cherax
11 Sep 2026
- Developer build only: Moved the developer-only diagnostic tooling out of the main script into a separate companion file, so the main script stays clean. Nothing changes for users.
v2.12.25
Cherax
11 Sep 2026
- Developer build only: Added developer-only diagnostic tooling. Not part of the user build — nothing changes for users this release.
v2.12.24
Cherax
09 Sep 2026
- Improved - Gravity Gun should look far smoother to everyone else: Only the machine that *owns* an object can move it; everyone else is shown updates and fills in the gaps. Three things were working against that while you carried something. The game kept taking ownership away mid-carry. GTA reassigns ownership on its own, and the instant it moved elsewhere, everything BlueScript did to the object was ignored — it snapped back to wherever the new owner thought it was, BlueScript took control again, and it snapped forward. That tug-of-war is the stutter. Ownership is now held for as long as you are carrying, and handed back the moment you let go. Players far enough away to have unloaded the object are also told to keep it, so they watch it move instead of it appearing where it lands. It was asking for control sixty times a second, almost always for control it already had. It now asks only when control is genuinely missing, about four times a second. It could ask for impossible speeds. Holding is done by pushing the object toward a point in front of you, harder the further away it is — and grabbing something ten metres out asked for about 30 m/s on the first frame, overshot, then asked for a big push back the other way. Other players predict where an object is going from the last speed they were told, so a speed that reverses every frame is the one thing they cannot follow. There is a ceiling on it now. Close in, where it settles, nothing changed — it feels the same in your hands. Worth testing with someone else in the session, since that is the only place the difference shows.
v2.12.23
Cherax
09 Sep 2026
- Fixed - the Gravity Gun is the Gravity Gun again: It had been replaced at some point with a different feature under the same name: press E to grab, press E to throw, and whatever you grabbed got bolted rigidly above your head. No aiming, no distance control, no spin. The real one is back:
- Hold right-click / aim to grab whatever you are looking at, and keep holding to carry it floating in front of you
- Scroll to push it further away or pull it closer
- E to spin it while you hold it
- Click attack to throw it
- Let go of aim to drop it Contrived Physics does something again too. It has been in the menu the whole time with nothing reading it — it makes the held object track your camera exactly instead of being pushed around by its own momentum. The description that said *"Aim to grab entities, scroll to adjust distance, attack to throw"* was right all along; it was describing this. I changed that text in 2.12.22 to match the replacement implementation, which was the wrong way round. It is back. The restored version was checked against the original step by step, so it behaves the same rather than merely looking similar, and that check now runs on every build.
v2.12.22
Cherax
09 Sep 2026
- Fixed - Gravity Gun: why picking up stopped working too: The throw fault in 2.12.21 also explains not being able to pick anything up. When the throw failed it stopped before the part that lets go, so the thing you were holding was never released — and every later press was still treated as "you are holding something, throw it", which failed the same way. After one failed throw the feature was stuck for the rest of the session and could not grab anything new. Turning it off and on again was the only way out. Both halves work now, and a failed throw drops what you are holding instead of keeping it.
- Fixed - the Gravity Gun described controls it does not use: It said *"Aim to grab entities, scroll to adjust distance, attack to throw"*. None of that is what it does: press E (LB on a controller) to grab whatever you are looking at, and **E again** to throw. No aiming. Distance is not adjustable — and scrolling is actively blocked while you are holding something, so trying it could never have worked. Anyone following the old description would have concluded the feature was broken even with nothing wrong with it. The description now says what it actually does.
v2.12.21
Cherax
09 Sep 2026
- Fixed - Gravity Gun could pick things up but never throw them: Grabbing worked. Pressing the button again to throw did nothing, and whatever you were holding stayed stuck above your head with no way to drop it short of switching the feature off. The throw asks the game which way the camera is pointing. That question returns three numbers - pitch, roll and yaw - and the code was only catching the first one, then using it as if it were a full direction. That is an error, and because it happened on the very first line of the throw, it stopped before the part that lets go of the object. So: picked up, never released. The same mistake in the *grab* half had already been found and fixed, and the note left behind even described this exact failure - but only the one instance was corrected, not the one sixty lines above it. Both are right now, and the whole script has been checked for the same pattern: 113 places ask that kind of question correctly, and this was the last one that did not. It is also checked automatically on every build from now on.
v2.12.20
Cherax
09 Sep 2026
- Fixed - the chat command list was redrawing 869 entries every single frame: This is the frame-rate drop with the menu open. Session > Players has a "Commands" section listing every chat command — 869 of them. That list was being rebuilt from scratch and redrawn one line at a time on every frame, which is around 52,000 pieces of text created and drawn per second, for a list that never changes. Worse, it did not need to be visibly expanded for you to keep paying for it: that kind of drop-down remembers being open, including between sessions, so once anyone had opened it once it stayed the standing cost of having the menu up. The list is now built once and reused, and drawn in about eighty pieces instead of 869. It looks exactly the same. If your frame rate dropped whenever the menu was open, this was why. I checked every other list in the menu for the same problem — the next largest is a few dozen entries, which is not worth caching.
v2.12.19
Cherax
09 Sep 2026
- Fixed - wasted work on every network update, which is worst in full lobbies: The code that inspects incoming network updates runs once for every update the game applies, so in a busy public session it runs constantly - and how often it runs depends on how many people are around you. Two things it did each time were avoidable:
- it re-read the "test mode" switch from scratch every single time, to check a setting that only changes when you click it. It is now read on the same schedule as the switch beside it.
- the helper doing that read created a throwaway object on every call. Small on its own, constant in a full lobby, and the kind of thing that shows up as an occasional stutter rather than a steady slowdown. Neither changes behaviour. If your frame rate dips in packed lobbies and is fine in an empty one, this is the shape of thing responsible.
- Measured, for the record: Checking whether a feature is switched on costs a round-trip out of the script each time, and BlueScript does a lot of them: roughly 66 per frame in the always-on loops, plus about 100 more for the per-frame feature scheduler, plus 8 per player in the lobby - so around 25,000 per second with 29 people nearby, against about 4,000 on your own. That is a small but real share of a frame, and it is why a full lobby costs more than an empty one. No entity-pool scan runs on the per-frame path, which is the usual cause of menu frame drops - that is now checked automatically on every build so one cannot creep in.
v2.12.18
Cherax
09 Sep 2026
- Added - a crash now leaves evidence behind: When the game dies outright there is nothing in the log to say why: it just stops. That is what the current round of crashes looks like - no error, no warning, BlueScript quiet for half an hour beforehand, and the crash protection not having stopped anything all session. BlueScript now keeps a rolling record of the network updates other players are sending you - what kind, and who from - and writes it to disk every few seconds. A crash cannot write anything itself, but the last save survives it, so the file holds the seconds before the game went down. The next time you start, that record is summarised into your log and deleted. So: if you crash, start the game again, then send your Cherax.log. It will contain a [BlueScript][CrashTrace] block naming what was being sent to you and by which player. That is the difference between guessing and knowing. The record costs nothing noticeable - a couple of numbers per update into a fixed-size buffer - and it never grows.
- Note on the patch check added in 2.12.17: It has now run on a live game and refused nothing, which means every one of the 87 patch sites contains exactly what was expected on that build. Patches are not the cause of these crashes there. The check stays, because it is what protects anyone on a different game version.