A community-contributed fix for a long-standing RedM network synchronization issue has been successfully merged into the main codebase. The fix, developed by community contributor outsider31000 and merged by CFX team member prikolium-cfx, addresses problems where networked objects without fragment models wouldn't properly sync their rotation across clients.

The Problem

Server developers and players were experiencing issues where:

  • Networked objects without fragment models failed to sync rotation properly
  • Rotation changes using SET_ENTITY_ROTATION or SET_ENTITY_QUATERNION weren't visible to other clients
  • This created inconsistencies in object positioning across different players' screens
  • Similar issue existed in GTA V but had a native solution that wasn't available for RedM

The Technical Solution

The fix involved replacing a function pointer at index 204 that was originally a nullsub (returning 0) with a custom override function. This change:

  • Ensures blending always occurs when enabled for networked objects
  • Allows proper rotation synchronization across all connected clients
  • Maintains compatibility with existing scripts and objects
  • Provides the missing functionality that GTA V had through NETWORK_SET_OBJECT_CAN_BLEND_WHEN_FIXED

Testing and Validation

The fix underwent comprehensive testing to ensure reliability:

  • Game Build: Tested on build 1491
  • Platforms: Verified on both Windows and Linux
  • Compatibility: Tested with objects that previously worked and those that didn't
  • Script Safety: Ensured no breakage with current scripts

Impact for Server Owners

This fix will improve gameplay experience by:

  • Eliminating rotation desync issues for networked objects
  • Providing more reliable object positioning across clients
  • Enabling better synchronization for custom object systems
  • Reducing player confusion from inconsistent object states

Developer Benefits

RedM developers can now:

  • Use SET_ENTITY_ROTATION and SET_ENTITY_QUATERNION with confidence
  • Create more robust object manipulation systems
  • Rely on consistent rotation synchronization across all clients
  • Build more complex interactive object systems

Community Contribution

This fix highlights the valuable contributions from the RedM community, with special thanks to:

  • outsider31000: Community contributor who identified and implemented the fix
  • Ktos93: Community member who provided assistance during development
  • prikolium-cfx: CFX team member who reviewed and merged the changes

The fix resolves GitHub issue #3252 and demonstrates how community contributions continue to improve RedM's multiplayer functionality and stability.