Every panel opens

Each door, the hood and the trunk are individually interactive. Walk up to any of them, look at it and press E, the panel swings open on its hinge with a smooth animation. 

An access panel appears when you aim at any door: it shows lock state, ownership, and gives you one-press lock/unlock (R) or a hold-R to open the full key management menu. One lock covers the whole vehicle; locking from any door locks them all.

Breakable glass

Windows aren't cosmetic. Every window tracks its own health, shoot it,l it shatters completely. On break, procedural shards burst outward from the impact point with randomized polygon shapes and physics, then fade out after a few seconds. Bullets pass through broken windows (trace-through support), so a shattered windshield changes the fight. Windows only break from gunfire and explosions, bumping a curb won't cost you a window. Broken glass auto-repairs after a cooldown.
The taxi system is a complete job loop built on top of the vehicle framework.

Taxi drivers spawn their cab through a dispatch NPC, set their own base fare and per-kilometer rate, and start picking up passengers. Passengers can call a taxi from their phone, the driver sees a waypoint marker on screen guiding them to the pickup location.

Once a passenger is in the car, a metered fare ticks up in real time on both the driver's dashboard and the passenger's HUD. The driver panel lets you manage pricing, kick passengers, and monitor the active ride. In-world screens are baked directly into the taxi prefab for that extra bit of immersion.
Every string in the gamemode is now pulled from a localization system. This update ships with complete French and English language packs covering vehicles, taxi, chat, loading screens, and all existing UI. 
Car & Localization Update
0.6.0
4 May 2026
🎁 Added
  • Full vehicle system: physics-based driving with wheel joints, suspension, steering and brake simulation.
  • Vehicle access: lockable vehicles with owner keys, key sharing and lockpick support.
  • Vehicle doors and hatches: animated swing doors with hinge pivots, hoods and trunks.
  • Breakable vehicle glass: per-window damage with shard particles and trace-through support.
  • Vehicle headlights, horn, exhaust particles and engine sound controller.
  • Vehicle HUD: speed, RPM, gear indicator, brake lights, hotkey overlay and phone-aware positioning.
  • Vehicle door access panel: lock/unlock UI with key management.
  • Vehicle entry guard: door-state-aware seat entry/exit with collision suppression.
  • Localization: fully configurable localization system.
  • Taxi job: dispatch NPC, spawnable taxi vehicle with configurable fare, metered billing and passenger detection.
  • Taxi phone app: passengers can call a taxi from anywhere, drivers see waypoint markers on-screen.
  • Taxi dashboard and passenger screens: in-world displays baked into the prefab.
  • Taxi customer HUD: ride status, fare counter and destination tracking.
  • Full French and English localization for vehicles, taxi, chat and loading screens.
  • New localization files: taxi.json, vehicle.json and loading.json for both languages.
  • Expanded localization defaults with structured key registration.
🧼 Improved
  • Player body mass corrected from 500 to 85 (realistic weight, fixes vehicle physics interactions).
  • Anti-prop kill system updated to handle vehicle collisions.
  • Physgun updated to support vehicle grabbing for admins.
  • Lockpick reworked with server-side channeling to prevent instant-break exploits.
  • Rework changelogs ui.
🪛 Fixed
  • Inventory bar layout improvements.
  • Loading screen enhancements.
  • Chat panel refinements.
  • Speculative fix for Discord icon in esc menu.
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