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feat(rdr3/streaming): native map store reload#3845

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Ehbw wants to merge 1 commit intocitizenfx:masterfrom
Ehbw:feat/rdr3-native-map-store-reload
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feat(rdr3/streaming): native map store reload#3845
Ehbw wants to merge 1 commit intocitizenfx:masterfrom
Ehbw:feat/rdr3-native-map-store-reload

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@Ehbw Ehbw commented Mar 2, 2026

Goal of this PR

Matches FiveM behaviour by handling map store reloading natively, rather then the half-functional workaround of disabling GROUP_MAP (or GROUP_MAP_SP for singleplayer) and re-enabling it. Which didn't work as intended in RedM.

Reloading custom collisions works as intended now in RedM, where as before it custom collisions would fail and cause client instability. This serves as the proper fix replacing what #3573 temporarily patched.

How is this PR achieving the goal

Porting the patches inside of ReloadMapStoreNative to RedM.

This PR applies to the following area(s)

FiveM, RedM

Successfully tested on

Game builds: 1491 (Debug and Release)

Platforms: Windows

Checklist

  • Code compiles and has been tested successfully.
  • Code explains itself well and/or is documented.
  • My commit message explains what the changes do and what they are for.
  • No extra compilation warnings are added by these changes.

Fixes issues

@github-actions github-actions bot added RedM Issues/PRs related to RedM invalid Requires changes before it's considered valid and can be (re)triaged labels Mar 2, 2026
@Ehbw Ehbw force-pushed the feat/rdr3-native-map-store-reload branch 4 times, most recently from f3c9f56 to 3d5b297 Compare March 6, 2026 01:48
Handles reloading map stores natively instead of with the workaround of unloading and loading 'GROUP_MAP' to attempt to reload map store. This matches the behaviour in FiveM

This is the proper fix to citizenfx#3573 which served as a temporary fix after another PR resolved an issue with 'g_lastStreamingName' being assigned with the wrong value, causing the logic dependent on NativeMapStore reloading to begin working in RDR3.
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