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Releases and writing from the studio, newest first. Written before it ships, not after someone asks.

  1. 2026
  2. Release

    tLS 1.0

    #

    26 changes

    About tLS

    tLS leaves beta. The editor is rebuilt around a single workspace with one undo history, a marketplace lives inside it so patterns and whole vehicle setups can be shared and imported without leaving the car, and a vehicle's configuration can now live in the vehicle's own resource instead of in tLS. There is a Stream Deck plugin, a stealth run-dark mode, and per-rule debounce on triggers. tLib v1.0 or newer is required.

    tLS is not an ELS replacement and does not read ELS or non-ELS vehicle packs — every vehicle is configured once in the in-game editor, or ships a tls.json of its own. If you are new to it, start with Installation.

    AddedFeatures12
    • A rebuilt editor — one workspace shell instead of floating panels, a single undo history across every tab, a resizable pattern grid, and the LED editor and feedback moved into the sidebar. The camera is driven by pointer drags on the page rather than game controls
    • Marketplace, inside the editor — browse LED layouts, patterns and full vehicle setups published by other servers, preview them animating on the card, and import one as a draft edit you can keep or throw away. Read the docs
    • Publish from in game — share an LED layout from the Light placement header, a single pattern in one click from the Patterns tab, or the whole vehicle setup from the Marketplace toolbar. Each becomes Update and Un-share once published, so a listing is replaced in place and keeps its id and import count rather than being duplicated
    • A vehicle can carry its own configuration — drop a tls.json inside the vehicle resource and that becomes the vehicle's home, so the lighting travels with the car instead of living in tLS. Export moves an existing configuration out to a vehicle resource
    • Wildcard model keys — one configuration covers a family of models, and a vehicle can be marked read-only so a shared pack is not edited by accident
    • Stream Deck plugin — built and published from the production build, and it connects on its own with nothing to configure. Keys mirror live state
    • Stealth run-dark mode — everything off, including the brake and reverse lights the game drives itself
    • Per-rule engage and release debounce — a trigger can be made to settle before it fires and before it lets go, which is what stops a rule chattering on a noisy condition
    • Junction preemption, turn signals and a key lock among the trigger conditions, plus a reminder when a vehicle is left lit
    • Quick settings in /tls — the handful of per-player options that were buried, on one tab
    • tls_diag — one paste-safe line describing the install, for when something needs reporting
    • HUD layout packs carry their own manifest, and a layout installed from the marketplace renders without waiting for a restart
    ChangedChanges8
    • tLib v1.0 or newer is required. The editor is built on tLib's design tokens, and configuration, marketplace, telemetry and keybinds all route through it
    • The two shipped HUD layouts are renamed to CRX-600 (was WCC) and SPX-1800 (was WCC2), matching the naming used across tRadio, tDetector and tRadar. There is no alias — a server pinned to the old name must pick the new one
    • data.json is no longer shipped. It is seeded on first boot, which stops an update overwriting a server's vehicles, and demo mode is honoured so a demo install cannot write
    • Runs on both FiveM Enhanced and Legacy
    • Black is a real colour in the pattern grid. An empty cell and a cell painted black are different things to an overlay — one lets the base pattern through, the other holds the LED dark — and they used to draw identically
    • Deleting a pattern is one click. It was a two-click confirm whose armed state was invisible in game, in front of an action that Ctrl+Z already reverses and that nothing writes until you save
    • A published listing records who published it — the Discord, Cfx and Steam identifiers behind a listing, for attribution and moderation. IP addresses are no longer sent or stored
    • The NUI bundle is obfuscated in release builds, and every shipped webfont carries its licence
    FixedFixes6
    • Transitioning cells never completed their cross-fade in the editor. A long fade rendered at a fraction of itself, which looked like a hard flicker, while the same pattern played correctly in normal gameplay
    • The pattern preview strip could not show a fade at all — it had no opacity channel, so a dimming LED stepped on and off
    • The transition gradient in the pattern grid did not reach the cell's edges, so a fade read as a band with an unfinished wash under it
    • Saving now waits for an answer before closing. A refused save used to clear the undo history and close the editor anyway, discarding the work it had just refused
    • An unreadable data.json silently erased the server's defaults instead of refusing to load
    • One bad vehicle model reprinted the same error every five seconds
  3. Release

    tLS 0.3

    #

    3 changes

    About tLS

    tLS v0.3 ties lighting patterns to a vehicle's fitted variant parts — modkits, mods, and GTA vehicle extras — so a pattern only drives the LEDs that physically exist on the spawned vehicle, and fixes a set of state-synchronisation problems that could leave one player's view of a vehicle's lights and siren out of step with everyone else's.

    AddedFeatures1
    • Modkit, mod and extra integration for patterns — patterns can now take a vehicle's fitted variant parts into account rather than assuming every vehicle of a model is identical. An LED bound to a GTA vehicle extra only renders when that extra is actually enabled on the spawned vehicle, so a single shared configuration can cover a model whose lightbar, visor bar, or rear cluster differs between builds instead of needing a separate vehicle entry for each one.
    FixedFixes2
    • Fixed state-synchronisation issues that could leave a vehicle's lighting, siren, and stage state out of step between the driver and the players around them, particularly when network-entity ownership of the vehicle changed hands.
    • A batch of smaller fixes and refinements across the HUD, the editor interface, and the shipped layouts.
  4. Release

    tLS 0.2

    #

    1 change

    About tLS

    The first beta release of tLS, an emergency vehicle lighting system for FiveM built around configuring a vehicle from inside the vehicle rather than by editing and reuploading pattern files. This release is available to buy on request rather than through a public listing — open a ticket to purchase.

    AddedFeatures1
    • Beta release of tLS — emergency lighting configured in the vehicle instead of in a file. Rather than compiling patterns into a resource and reuploading it for every flash-rate change or LED adjustment, tLS puts the lights, the patterns that drive them, and the conditions that trigger them behind an in-game editor, and pushes a save out to connected clients. Being a beta, expect the configuration format and the editor to keep moving between releases. Purchasing is by ticket — open one and it will be handled from there.