v1.4.5
The same version for iPhone and Mac (the Mac app is in gta5-macos-port).
Self Radio
- Your own music on the car radio, as on PC: add songs in Settings › Self Radio › Add songs…, or copy them into On My iPhone › GTA V Port › Self Radio (subfolders work too; on Mac, Show the Self Radio folder in Finder). MP3, M4A/AAC, ALAC, WAV, AIFF and FLAC play; songs from Apple Music or Spotify are protected and can't be added.
- With 3 songs or more, the station is in the radio wheel: the smiley next to Los Santos Rock Radio (the game calls it User Music FM). This game's audio data had no Self Radio station at all, so the app now adds one; with fewer than 3 songs nothing changes.
- Play order: Shuffle (the default) and In order start each song from the beginning; Like a radio station joins songs midway, as the PC's default does. Shuffle no longer repeats the song that just played.
- Next song: a button next to Radio while Self Radio plays.
4 GB iPhones
- Fewer grey and missing textures while driving: on iPhones that give the game about 2 GB, Ultra Performance draws detail a little closer and keeps what it just loaded, instead of throwing it out and loading it again. On a recorded drive the ground matched the no-limit drive much more closely, and the game re-read about 140 MB per 10 s instead of up to 970 MB. Settings › This device › Experimental › Steady city on low memory turns it off.
- Lighter 3D models in memory (on by default on 4 GB iPhones): the game kept a second copy of every 3D model after the GPU had it; about 80 MB of it goes back to iOS.
- A one-time note when you start on an iPhone with little memory, and a red ⚠️ next to the FPS counter there, so a screenshot shows it at once.
Mods
- After a failed start: if the game stops while starting with mods on (or iOS closes it while loading), the next start offers "Start without mods". Your mods stay installed; the game reads them again at the start after that.
- Across updates: each start notes which switched-on mods the game used. From the next update on, the first start of a new version switches off the mods the old version had on but didn't load, and says which.
- Add-on cars made for newer PC updates spawn: cars whose textures name a texture set this game version doesn't have (for example the Honda Fireblade CBR1000RR-R) waited 30 s and failed; they now use the game's shared vehicle textures.
Controls
- Help messages can move: Settings › Touch controls › Help messages: Top left (the game's place), Top right (the default when the map is at the top), Bottom middle, or Custom, where you drag the box anywhere.
- BMX: a Jump button (hold longer to hop higher).
- D-pad prompts in missions: when a mission asks for the D-pad (like calling elk while hunting with Cletus), on-screen buttons appear for as long as the hint shows.
Display
- 40 FPS on iPhones with a 120 Hz screen (ProMotion): Settings › Graphics › Frame rate. Smoother than Unlocked when the game runs between 40 and 60.
- A new frame rate applies right away while playing.
Game files
- Play without game files opens Game files and says what's missing, instead of starting into a stop when the game server doesn't answer.
- "Updated and my files are gone": the Game files screen explains that installing with another sideloader or Apple ID makes a separate copy of the app with an empty folder.
- LiveContainer: its folder picker hands your game folder over once GTA V Port's Fix File Picker and Use LiveContainer's Bundle ID are on (in LiveContainer's settings for the app, under Fixes; found by a player). The Game files screen now names both, and shows the tip first when the app runs inside LiveContainer.
Mac
- Settings › Self Radio and Settings › Mods open their folders in Finder.
- Settings › This device shows how much of the Mac's memory the game may use, instead of the iPhone's "Extra memory: off".
Translations
- More Arabic (93 → 133 lines) and Vietnamese (124 → 155), and Uzbek is new. Thanks @uk9_v, @lekhoi2811 and @muhammadiminov_007!
Other bug fixes and improvements.
v1.4.4
Missions
- Friend Request: the mission waits for a channel change on the couch ("Find Weazel News"), then lets you call Jay Norris from 1:17 to 2:50 of the presentation, when he holds the phone up on TV. With a black TV neither moment could be seen, so players waited forever or missed the call. The couch now has arrow buttons for the TV (channel and volume), and a note says what to do and when ("Call now: … Phone › Contacts › Jay Norris, before 2:50").
- Phone camera: while the phone is out, its touch buttons show A, B and X, the letters the game's own hints name ("Take Photo A", "Send X"); Scouting the Port's photos and sending them to Ron are easy to find.
Mods
- Several add-on cars: a loose
dlc.rpf(or "dlc 2.rpf", as the Files app renames a second one) becomes an add-on pack of its own; two mods that use the same pack name both load (the second asname_2); the same car installed twice loads once. - Changing mods while playing: switching a mod off or removing it in Settings › Mods during play pulled its files away from the game ("Game file missing from your folder", then a stop). Such changes now wait until the game starts again, and the row says so.
- Unencrypted archives: an archive saved without encryption stopped the game ("Unencrypted archives no longer supported"); the app leaves it out and says to re-save it with OpenIV or use the original.
- Removing hand-copied mods: folders with read-only files can be removed in Settings › Mods.
- The log no longer fills with "ENTITY SET FOUND" lines while a script mod like Simple Trainer runs.
Game files and saves
- Import a Story save: Settings › Game mode › Import a Story save… puts a save from a PC or a friend (SGTA50000…) into a free slot.
- Folder picker: on many sideloaded installs iOS doesn't hand the picked folder to the app (logs show it copying the whole folder instead). The Game files screen has "Open GTA V Port in Files": move the game folder there and come back, the app finds it by itself. Closing the picker without a folder explains this.
Display
- Subtitles above the home bar: the subtitle line sat under the iPhone's home bar; it now sits 5% higher (Settings › Touch controls › Subtitles above the home bar, on by default on iPhones with a home bar). The game's own Safezone Size doesn't move subtitles.
Performance
- Less CPU: one part of the game engine (its lowest-level code, including drawing and controller input) was built without optimization; it now is. In the simulator the app uses about 17% less CPU at the same FPS: less heat, more headroom.
- Sharper textures for longer on iPhones before the 15 Pro: the texture budget follows what textures really take on your iPhone (measured while you play) instead of a fixed half.
Experimental
- Compressed see-through textures (on): on iPhones before the 15 Pro, leaves, fences, smoke and decals (BC3 textures, about 4 in 10) stay compressed instead of taking 4x the memory: in the simulator's iPhone mode the textures at the same spots went from 600 to 427 MB. Soft see-through edges can show steps; Settings › This device › Experimental turns it off.
- More engine memory (off by default): about 270 MB more room inside the game's 4 GB on 6-8 GB iPhones, for fewer stops after long play: turn it on in Settings › This device › Experimental (and off again if the game stops more often).
Stability
- Changing the resolution during play: a resolution change in Settings (or a TV) could still stop the game right after the screen came back ("Invalid call_indirect"; v1.4.3's fix covered the render thread, this one the main thread). A render phase the change destroyed stayed in the game's list; it's now dropped.
- Long sessions on 6-8 GB iPhones: near the end of the engine's 4 GB, v1.4.3's memory guard counted small free pieces as room, kept loading, and the game could stop on a big load ("Read request … some of which are NULL"). The guard now counts those pieces only while there's real room left.
- Random stops with "Error allocating … bytes in heap 0": a background worker sometimes picked up a job whose memory had already been freed and asked for a 3.7 GB buffer (or called a garbage function). It now drops such a job and keeps going.
Stats
- Anonymous play stats: a random install ID, the app and iPhone model, play time, FPS, missions started and failed, engine stops and Cheats rows used; no names, saves, game files, mod names or IP addresses. Exactly what is sent: docs/STATS.md.
- Other bug fixes and improvements.
v1.4.3
Missions
- Trackify works: the game files ship the phone's Trackify app as an empty stub, so it never ran, and asking for it jammed the game's script loading for the rest of the session (respawn freezes, phone apps and missions that never loaded). The port now does the app's job on the phone's own Trackify screen: the sonar with the mission's target, direction from where you face, distance and depth, and the ping that speeds up as you get closer.
- The Merryweather Heist (Offshore): the heist opens Trackify itself and waited for it to load for good; it now goes on. The submersible holds out to 200 m (the game kept a script's crush depth for one frame only, so the heist's own limit didn't hold and the sub imploded beside the device at 180 m).
- Street race result screens: "1st Place … Retry / Continue" ignored every button and Pause. Making the pause input exclusive disabled about 70 inputs that share an unbound keyboard key, Continue and Retry among them; unbound keys no longer count.
- By the Book's tooth: the tool cart keeps its arrows, and at "Rotate to pull it out" the RT button stays held while the right side becomes a stick. The game counts only a fast rotation (about 3 to 4 turns a second).
- Scouting the Port: the Handler's arm lowers again, also after a mission retry (two of its flags could keep garbage from reused memory, so it only went up).
- Mission failed after dying shows Retry / Exit instead of the play buttons.
- "Loading Story Mode" hang: leaving a replayed mission or loading a save waited forever on a debug log flush; it no longer does.
- Chop: the switch button shows whenever the game waits for a character switch, to get back to Franklin.
Controls
- Detach trailer button while a vehicle pulls a trailer.
- Cargobob hook button in any Cargobob.
- "Press → to pick up a container" (the docks crane) gets the Interact button, and "Detonate the explosives" (bombs a mission planted) gets Detonate.
- Minimap: Settings › Touch controls › Minimap: bottom left, top left or a custom spot (drag and pinch). Tap the minimap for the full-screen map; pinch to zoom it.
- Sprint button setting: with it on, pushing the stick to its edge no longer sprints.
Sound
- Sound restarts after interruptions that failed to restart or never ended, and the game plays alongside your own music app.
- Fuller engine sounds with your own PC files: the Mods guide explains how to use your own PC copy's audio archives from the Mods folder (docs/MODS.md).
Languages
- Translate the app on the builder website's Translate page (docs/TRANSLATING.md); the app's language picker lists the new languages. First community translations: Vietnamese by @lekhoi2811 and Arabic by @uk9_v (the rest falls back to English until more lines are translated).
Stability and performance
- Crash after a resolution change or connecting a TV: the main thread rebuilt graphics objects while the render thread could still be drawing with them ("Invalid call_indirect"); it now waits for the render thread first.
- Add-on cars and bigger mod packs: more room for vehicle handling entries (3000), scripts, scenarios and physics objects, which stopped the game when full.
- Experimental, on by default (Settings › This device can switch each off):
- Smarter texture loading: the memory guard counts the free space in the texture pool. It used to hold back loading while most of the pool was empty, and the ground went grey after about 10 minutes.
- Lighter big textures: on iPhones before the 15 Pro, the sharpest level of only the biggest textures is skipped.
- Faster engine threads: engine threads run at a higher priority, and GPU queries go out at once (for the FPS drop after a few minutes).
Logs
- Send log can include your latest save, so a problem can be reproduced exactly.
- Logs say which mission is running, what a stuck prompt waits for, and streaming health.
- The version number is right again (v1.4.2 said 1.4.1).
- Other bug fixes and improvements.
Thanks to @abtastic-hub for the reports behind the trailer, Handler, Chop and engine sound changes (#20), to @lekhoi2811 and @uk9_v for the first translations, and to everyone in the Telegram group who sent logs and saves.
v1.4.2
- Cheats menu (Settings › Cheats, docs/CHEATS.md), contributed by @gfejer (#22): a searchable vehicle spawner with the game's own vehicle names (it keeps your last two spawned vehicles, so they don't pile up), God mode and Never wanted switches that last until you turn them off, repair and clean, time of day and weather, next to Set money and the game's own story cheats. Everything runs on the game's main script thread.
- Game files download continues: a dropped connection is retried for 30 minutes (iOS pauses the app while the phone is locked); after the app was closed, Game files offers "Continue the download", which resumes from the saved byte. Normal (non-solid, single-volume) RAR5 archives continue in the middle too, not only zip.
- TVs no longer crash the game: every TV switched on or channel change queued a video command for a thread this build doesn't run, and after about 30 the game stopped with "bwMovie command queue flood". Those commands are now dropped.
- Add-on cars: room for 1500 vehicle handling entries instead of 560, so installing several add-on cars no longer stops the game with "CHandlingObject Pool Full". Add-on cars that ship their own engine sounds (
.relaudio files) load instead of stopping at "Failed to find ..._game.dat151". - Mods made for GTA V Enhanced stopped the game ("Code is expecting version 162"). The loader checks every mod file before the game starts and leaves those out; the installer says to use the mod's Legacy version, and names ScriptHookVDotNet scripts and RAGE Plugin Hook plugins (LSPDFR) as not supported.
- Swipe camera: the touch controls no longer switch to the menu layout after a swipe, and aiming from a vehicle works (mouse movement put the game in keyboard-and-mouse mode, where the touch controls' controller presses were ignored; aim and shoot now also press the mouse buttons).
- Missions get the buttons they ask for: the buttons a help message names (for example "Hold RT") now appear however the mission reads them; while the help asks for the right stick, the right side of the screen is a stick, even with the swipe camera, and a trigger asked for together with the right stick latches (tap to hold, tap to let go). Prompts that ask for the context input get the hand button (standing up from a couch, drinking at Trevor's), and playing as Chop keeps the Switch character button to get back to Franklin.
- Scouting the Port: the Handler gets Raise and Lower arm buttons; on the steering stick the arm could be raised but hardly lowered.
- Calls while walking no longer take away the walking controls; the Phone button opens the phone to answer.
- Friend Request: the Lifeinvader presentation plays about 3 minutes on a black TV (the game files have no TV videos); a note shows its progress.
- Settings › Graphics: Textures, Shadows, Reflections, Draw distance, Grass, and Traffic and people can be set apart from the preset.
- Pause menu: no more "You made changes but did not apply them" on every tab change (the menu's lowest shadow setting is above the lighter presets'; "Yes" raised the shadows). Help boxes for text the game files don't have no longer show raw labels like "HELP_DCK missing".
- Shop menus on touch (barber, Los Santos Customs) keep their arrows.
- Other bug fixes and improvements.
v1.4.1
- Mods work as downloaded (see docs/MODS.md): replacement cars and characters (files inside the game's archives, like
x64e.rpf/levels/gta5/vehicles.rpf/oracle.yft), add-on cars (dlc.rpfpacks, added to the game's pack list automatically), OpenIV packages (.oivfiles and unpacked packages, with their text and XML edits) and data files. PC/OpenIV paths work; names match regardless of case. - Script Hook V scripts and trainers (
.asi): the app runs them in a built-in x86-64 interpreter (Blink, ISC license), with the Windows functions they use and the Script Hook V API, so the same file from gta5-mods.com works. Simple Trainer runs at about 2 to 3 ms per frame. Features that patch the PC game's memory stay off; a script that crashes or freezes is stopped on its own. ScriptHookVDotNet (C#) scripts aren't supported. - Settings › Mods: install a mod by picking the downloaded file (zip, rar, oiv, asi or loose files). The app works out where each file goes, using the game's own index of its files, shows the plan first, and leaves out what it can't place safely (and says why). Each mod gets its own folder and can be switched off or removed.
- Mod controls: while a script mod runs, a Mods button in the top row opens its keys (the key that opens its menu first, learned from the mod or read from its settings), a D-pad shows while its menu is open, and Type sends the iPhone keyboard to the mod (car names); mods that ask with the game's text box get the same keyboard.
- Logs show when mods are active, and the app explains once that mods can break things and where to ask about them.
- Fewer crashes on 6 to 8 GB iPhones (GTA-70): the memory guard also watches the engine's own 4 GB address space, which v1.4 could fill.
- iPhone 8, 8 Plus and X (GTA-68): if iOS refuses the 4 GB engine reservation the app tries smaller ones, and says so instead of freezing when none fits.
- Yoga (GTA-37): the poses read both sticks on the touch controls.
- In-game phone browser (GTA-71): websites scroll with the swipe camera on.
v1.4
- Sandbox runs smoothly again on 4 GB iPhones. Converting the game's most common texture format for the iPhone's GPU is 12.7 times faster (same output, bit for bit), so the world streams in without the lag v1.3.4 brought (Sandbox went from about 15 back to 30 FPS on a 2 GB memory limit).
- New Ultra Performance preset (Settings › Graphics) for iPhones with little memory, recommended automatically under about 2.6 GB. It keeps less of the world in memory so it doesn't run out.
- No more "sea of clay" when memory is low: when the memory guard holds the game back, it now asks the game to free its own unused models, so new areas load their detailed models and textures.
- Guns show and fire in Sandbox again: the memory guard makes room for the weapon you select.
- The GTA VI test map and Sandbox no longer crash soon after loading.
- Play on a TV with AirPlay or an HDMI adapter: the game shows on the TV, the controls stay on the phone.
- Sharper upscaling (Settings › Graphics): MetalFX upscaling when the game renders below the screen's resolution.
- Mods folder: Files › On My iPhone › GTA V Port › Mods. Put a replacement game file there at the same path it has in the game files (for example
common/data/handling.meta); it's read when the game starts (#3). - Mission button row: when a mission or minigame asks for a button that has no touch button (LB/RB/LT/RT/X/Y, LT and RT together, stick clicks), a button for it appears while it's asked for. This covers the yoga breathing, Skip Mission ("Press X"), torture and the container crane.
- Barber and shop menus work (#19). The scripts ask for two Scaleform movies (the hair colour switcher) that no game version players have contains; the barber waited for them and gave up without its menu. A missing movie is now replaced by a blank one and logged, so the menu opens. Menus that lock player control get Accept/Back, with the left side free when the menu reads the stick.
- Aim and Duck buttons while driving (#15).
- Phone calls no longer take over the driving controls (#19), and the phone button always opens the phone (missions that wait for it no longer get stuck).
- The sprint button sprints instead of jogging, and character switching works in helicopters, planes and back from Chop.
- Set money saves properly (#19): it sets the game's own balance, so spending lowers it and the amount survives saving and loading.
- Fewer crashes: taking a photo with the in-game phone (#16), opening the pause map or watching a TV (the Friend Request mission, #19), changing the resolution while playing, and Simeon's first mission.
- The pause menu responds at once instead of after a few seconds, and the mission passed screen shows real button icons instead of "???".
- No more "missing" text labels (for example after a stunt jump): the release text files are used.
- Your outfit stays after restarting the game.
- Sound comes back after a call or after leaving the app.
- Taking a screenshot for a log no longer turns the screen black.
- Fills the screen on iPhone 17 Pro Max.
- Home screen fits long languages (Russian and others); the top buttons are icons in every language, and the story cheats list follows the app's language.
- The folder picker explains how to choose the game folder.
- New button icons for every touch button.
- A "Loading…" note shows during long loads after a death or between story scenes, so they don't look like a freeze.
- Builder site: an expired GitHub sign-in sends you back to sign in instead of stopping at "Bad credentials" (#18).
Thanks to @k49kg9xmsd-prog, @abtastic-hub, @mmts7hrnb5-jpg, @Blue7366 and @sonubhutani1979-afk for the issues behind these fixes (#3, #15, #16, #18, #19), and to everyone in the Telegram group who sent logs and screenshots.
v1.3.4
- Story money no longer resets to $0. Right after a save loaded, a game script set every character's cash to $0, so each save after that kept $0. The app now ignores that one write while a save loads (#10). Saves made after the bug already hold $0, so money lost before this update doesn't come back.
- Downloading the game in the app works with more file hosts. The app asks for the file exactly the way Safari does, in one request. If a host shows a bot check (such as Cloudflare's), the link opens in the app's browser, which passes it and hands the download back. If a site refuses the download because of the ad blocking, the browser turns it off for that site; a shield button does the same by hand.
- Fewer crashes after long jumps (character switches, mission skips, respawns): the game could try to draw part of the map it had just unloaded, and crash.
- Update notice. When a newer version is out, the app says so once and links to the Releases topic in the Telegram group.
- Settings are grouped: Graphics, Controls, Story cheats, Game mode and language, Game files and This device each have their own page.
- The game pauses when you leave it. Control Center, a notification, a call, another app or the app's own Settings now open the game's pause menu, and it stays paused until you resume (#11). A story cheat picked from Settings leaves the pause menu by itself.
- Set money (Settings › Story cheats): type an amount and the character you're playing gets it. Save the game to keep it.
- Sprint button (Settings › Controls, off by default): tap it while moving to sprint until you let go of the stick; hold it to open a parachute.
- Airplane right stick (Settings › Controls, off by default): a second stick for planes; drag up or down to set the throttle (it stays where you leave it), left or right for rudder. Helicopters keep their buttons. Thanks to GitHub user @m1337v (#12).
- Game files that fail to read are named in the log, and a read the system interrupted is retried instead of failing. Thanks to GitHub user @m1337v (#13).
- Less texture memory on iPhones. The most common texture type is now stored in a format the iPhone's GPU reads directly, at half the memory of before.
- Audio uses a little less CPU: the game's music and speech are decoded natively.
- Extra memory is asked for by default in the Mac script, the GitHub workflow and the builder site; use
--free(or untick the box) for a free Apple ID. - Builder site: coming back after a new version is out now offers to build it, instead of downloading your previous build again (#14).
Thanks to @m1337v for the airplane right stick and the file read fix (#12, #13), and to @aliiscoding2122, @k49kg9xmsd-prog and @phakamaec for the issues behind the money fix, the pause and the builder fix (#10, #11, #14).
v1.3.3
- Runs on iOS 16. The app now installs on iOS 16 as well as iOS 17 and later.
- No more crash at the end of Marriage Counseling (the Vinewood Hills fences). The engine wrote the list of where a model's pieces are in memory one entry past the space the model reserved for it, which broke the fence model. That same overflow hit other models too, so it may fix other rare glitches as well.
- The game's intro plays when you press Play. The original Rockstar intro runs while the game loads behind it, instead of the blue loading log. Tap to skip.
- Runs cooler and stutters less.
- The game's audio processing uses about a third less CPU (the whole app about 12% less, measured on an iPhone 13 Pro Max).
- The game no longer plans its textures as if every phone had 4 GB of video memory; the texture budget now fits your phone's memory.
- New switch, Settings › Graphics › Steady frame rate when hot: lowers the frame rate while the iPhone is hot for fewer stutters, and raises it again once it cools down. Off by default.
- No more app-wide lag and "stuck" buttons late in a session. The game could print millions of log lines, and each one went through the app's main thread, so menus lagged and buttons acted as if held. Thanks to the player who traced it.
- No more lock-ups after long sessions on phones with lots of memory. The game's memory was capped at 4 GB even where the phone allowed more; phones with a limit of about 7.5 GB or more now give it up to 6 GB, and the app backs off loading instead of retrying when the game's memory is full.
- Memory cap, Settings › Graphics: limit how much memory the game may use (Automatic by default). Lower it if the game closes on its own.
- Story cheats in Settings. While playing, Settings lists the game's own cheats (invincibility, health and armor, weapons, wanted level, Buzzard, Comet and more); tap one and the app enters it for you. Thanks to GitHub user @ITSUPERVISOR (#9).
- Steering buttons, Settings › Touch controls: Left and Right buttons instead of the steering stick in cars, bikes and boats.
- Phone keypad with touch controls. A new button on the phone controls (the controller's X) opens the keypad for a custom number and the phone's other options.
- Taxi rides work with touch controls (Story mode; Sandbox has no taxi service). As a passenger, Left/Right change the destination, Select picks it, and there are Hurry up, Stop and Exit buttons (#6).
- The aircraft weapon button switches weapons (cannon and missiles) instead of changing the radio station.
- Game files without the GTA VI test map work. Some copies of the game leave out the test level; the file check no longer calls them incomplete, and the GTA VI test map button greys out instead.
- Settings during play only shows what works during play. Game mode, Sandbox map, game files, graphics presets and frame rate apply at the next start, so they're hidden while you play.
- Telegram links on the start screen and in Settings. The Telegram group is the official place for updates and help.
- One IPA for everyone. It works with SideStore, AltStore and Sideloadly, and gets the extra memory where your account allows it.
- Clearer logs. Hundreds of engine messages that printed as empty "Error:" lines now show their text, repeats are collapsed, sent logs keep the start of the run as well as the end, and logs report heat, CPU use and stutters every 10 seconds.
Thanks to everyone who sent logs with exact failures and their own analysis: those reports found the Story mode bugs fixed here (the Marriage Counseling crash, the lock-ups after long sessions, the lag with stuck buttons).
v1.3.2
- Fewer missing and blurry textures. The app used much more memory for textures than the game planned for, so the game threw detailed textures away to stay under the limit.
- iPads and Macs with Apple chips keep textures compressed: 2 to 8 times less texture memory.
- iPhones store the most common texture type at half the size.
- A spare copy of every texture is no longer kept in memory.
- The game stops loading new detail a little before the memory limit instead of loading and dropping the same textures over and over.
- 13 languages for the app's menus (English, French, Italian, German, Spanish, Latin American Spanish, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Simplified and Traditional Chinese). The game itself switches language the next time it starts. Thanks to GitHub user @k49kg9xmsd-prog (#4).
- Swipe to look (Settings › Controls › Camera): swipe anywhere to move the camera. It moves the game's mouse, so it is smooth in every direction. Sensitivity goes up to 15x, 5x by default. Thanks to GitHub user @k49kg9xmsd-prog (#4).
- Pause map: drag on the left side of the screen to move the cursor and set a waypoint anywhere, not only on places in the legend.
- Shop menus (Ammu-Nation, clothes and others) show the D-pad so you can move through them.
- New vehicle buttons:
- Tow trucks: tow hook, and Raise and Lower for the tow arm.
- Convertibles: roof up and down.
- Switching aircraft weapons no longer opens the radio wheel.
- GTA VI test map gets the phone, cheats and free roam, and puts you back on land if you fall off the map.
- Fixed a crash on two fences in the Vinewood Hills ("Invalid fixup").
- Fixed a crash when pedestrians spawn at a crowded spot.
- The Replay editor no longer says there's no space left.
- Props no longer flicker in the first time you see them.
- Thanks to tomergamertv on Telegram for the last three.
- New start screen and Settings background.
- FPS counter switch in Settings › Graphics.
- Settings shows whether extra memory is on for your install, next to the memory limit.
- Logs say more: the app version, where your game files are, free storage and memory, and which engine function a crash happened in.
v1.3.1
- Los Santos Customs works. Driving in no longer leaves you stuck inside with no menu: the shop waited for a texture the game files don't include. A few labels in the shop may be blank.
- Interact shows in vehicles too when the game asks for it ("Press D-pad right to ...").
- The app version shows under the title on the start screen, in Settings and in the log. Please mention it when you report a problem.
v1.3
- No more freezes when a TV comes on. The game waited forever for TV and cutscene videos the game files don't include (Franklin's aunt's house, Michael's house, the Complications intro). Those videos are now skipped.
- The minimap shows the map (it was blank in every earlier version, and in the browser version).
- New start screen with new artwork, a new app icon, and a matching Settings look.
- Game files screen:
- The app finds your game anywhere in its folder, however deep, or in any folder you choose (even On My iPhone itself).
- Every game file is checked. If something is missing or damaged, it names the file and the likely cause (usually unpacking stopped early for lack of storage). Play anyway if only a few files are off.
- Unpack in the app: paste a direct link to your zip or rar, or pick the archive in Files. It unpacks as it downloads, so you need about 21 GB free, not double. Dropped connections resume.
- Download pages ("tap Download to start") open in a built-in browser with ad and pop-up blocking; the app takes the download over by itself.
- Downloads keep going while you look around the start screen, Settings or the controls layout.
- Sandbox map choice: GTA V, or the GTA VI test map that comes with the game files.
- Controls:
- New buttons that show only when they apply: special ability (with its charge), detonate (sticky bombs placed), interact (when the game asks), zoom while aiming, and weapons inside a weapon wheel slot.
- Radio: tap for the next station, hold and point at a station on the wheel. Controllers pick with the right stick.
- Cars: tilt in the air with up/down on the stick.
- Aircraft: throttle and rudder buttons instead of the hidden throttle lever.
- Quick taps are no longer missed.
- All new buttons can be moved in the controls layout editor, which has an Aircraft tab now.
- Keyboard and mouse (PC controls) when connected; touch controls hide when both are connected.
- Apple Game Mode turns on while you play.
- Changing graphics in the game's own pause menu can no longer stop the game from starting.
- Crash logs survive reopening the app several times before sending.
v1.2.2
- New app icon.
- Edit controls layout (start screen or Settings): move, resize or hide every touch button, on foot and in vehicles.
- Accept / Back buttons on screens like Mission Failed, so you can retry without a controller.
- Switch character button in Story mode (hold, drag toward a character, release).
- The phone stays up when you get into a vehicle; Back closes it.
- Touch controls hide while a game controller is connected (setting, on by default).
- Frame rate 30, 60 or Unlocked (up to 120 Hz on ProMotion iPhones).
- Default camera look speed doubled.
- Send log to the developer in one tap; the log records memory and file-loading health every 10 seconds.
- README: "Get the most performance" guide (SideStore + GetMoreRam).
v1.2.1
- Move your game folder into Files › On My iPhone › GTA V Port and the app finds it by itself.
- Picking the wrong folder now explains what to pick instead.
- Any folder above the game folder can be picked; folder picks are logged.
v1.2
- Build from your iPhone with 5★ Port Builder, no computer needed.
- Play from a folder on your iPhone: no server, nothing streams while playing.
- New Max preset, every preset selectable, separate resolution setting that changes while playing.
- After a launch that runs out of memory, the next start explains it and lowers the settings.
- Share log in Settings.
v1.1
- Native Metal renderer: about 2.2 to 2.6× the frame rate of v1.0 and about 700 MB less memory.
- Story mode or Sandbox.
- Download all game files to the phone (streaming route).
v1.0
- First release: build the iPhone app from your own game files with GitHub Actions or a Mac, streaming the files from your computer over Tailscale.