Changelog

All notable changes to Street Riders are documented here.

[1.2.1] - 2026-03-04

Fixed

* Taking over a rider's bike could leave it unable to move because the remount handbrake state was still active.
* When the player enters a tracked rider bike, the script now immediately releases bike ownership and rider tracking.

[1.2.0] - 2026-02-22

Added

* RelationshipGroup per group: assign a GTA V relationship group to riders (e.g. AMBIENT_GANG_FAMILY, AMBIENT_GANG_BALLAS). Empty = use ped model default (vanilla behavior).
* PlayerRelationship per group: define the relationship between each group and the player (Companion, Respect, Like, Neutral, Dislike, Hate, None). Controls how riders and native AI react to the player.
* Bodyguard mode: riders can now engage in combat with the player.

Improved

* SET_BLOCKING_OF_NON_TEMPORARY_EVENTS now always follows the config value (BlockNonTempEvents) instead of being hardcoded. Only blocked temporarily when strictly necessary (e.g. fleeing).
* Bodyguard mode: removed "WORK IN PROGRESS" status. Safe to enable with BodyguardEnabled = true.

Fixed

* Initialization message was not showing the correct version

[1.1.2] - 2026-02-16

Added

* ShowBlips: Configurable minimap blips for tracked riders (independent of Debug).
* ShowOverhead: Overhead debug text can now be toggled independently (independent of Debug).
* Both display options work regardless of Debug = true/false. Debug only controls notification messages.
* CruiseMode per group: Territory (riders cruise in their spawn zone), GoAway (riders leave), Mixed (random per group with configurable TerritoryChance %).
* TerritoryRadius: configurable radius for Territory destinations around spawn origin.
* Zone-validated Territory destinations: Territory mode now verifies each road node is within the group's configured GTA V zones (up to 5 attempts, fallback if none match). Prevents riders from cruising into adjacent zones.
* Configurable blips per group: BlipSprite, BlipColor, BlipScale, BlipName with defaults in [General] and per-group overrides. Each gang can have its own blip color/icon on the minimap.

Improved

* DrivingFlags: New default 802877 (based on Rockstar's DrivingModeAvoidVehicles preset). Adds StopForVehicles, SteerAroundStationaryVehicles, SteerAroundPeds, AdjustCruiseSpeedBasedOnRoadSpeed. Riders are less aggressive.
* Remount AI: Much more aggressive natural remount — idle riders are detected via IS_PED_STILL and re-tasked within 1s (instead of waiting for full cooldown). Stuck riders get CLEAR_PED_TASKS + new task assignment. Force-warp is now truly a last resort.

Removed

* SuffersCriticalHits config option (unused, no practical effect).

Fixed

* TargetPitch / MaxPitch not being respected: NPC driving tasks were overriding direct speed changes every frame, making brake-based pitch control non-functional.
* Force-warp triggering too often: Condition was logically always true due to De Morgan bug (!A || !B instead of !A && !B). Force-warp now only runs as absolute last resort after natural remount has fully failed.

[1.1.1] - 2026-02-15

Added

* Ambient Speech: Riders now occasionally speak or greet the player ("Chat State") while idling in the "Wait" mode.

Improved

* Leader Logic: Enhanced leader detection to automatically promote a new rider if the current leader gets stuck or stops moving for too long.
* State Transitions: Refined the logic between "Following" and "Idle" to prevent animation snapping (smoother entry into scenarios).
* RiderState System: Optimized internal state management for better performance during interaction updates.

[1.1.0] - 2026-02-14

Added

* Follow Player mode: Riders with CanFollowPlayer = true can follow the player's vehicle
* Two trigger modes: Proximity (distance-based) and Dynamic (speed-based)
* Configurable follow/lose radius with FollowRadius and LoseRadius
* Decision cooldown system prevents rapid state flickering (DynamicTriggerMs)
* Manual toggle with configurable key (ToggleKey)
* Dismount behaviors when the player gets off their vehicle:
* Wait -- riders dismount, walk to the player, and play idle scenarios
* Continue -- a random rider becomes the new leader
* Freestyle -- riders stay on bikes, ride loops and do wheelies near the player
* Mixed vehicles: each rider in a group can ride a different bike from BikeModels
* Bike colors: configurable paint colors per group with BikeColors
* Weapons: riders can be armed with configurable weapons per group
* Per-group follow control: CanFollowPlayer setting per group
* Police pursuit persistence: cops maintain their target for a configurable duration and radius

Improved

* Dynamic follow mode: sustained speed check prevents accidental triggers
* Follow/lose conditions: configurable large radius prevents premature abandon
* Idle scenario timing: riders wait before starting scenarios, follow on foot when player moves
* Police pursuit: dedicated tracking system prevents target-switching with multiple riders
* Better pitch control

Fixed

* Riders stuck idle after falling off their bike
* Police not pursuing riders despite option enabled
* Police stuck with sirens after suspect dies
* Riders dismounting too far from the player
* Riders not re-engaging follow mode after returning to autonomous
* Task spam causing ped animation glitches during remount

Renamed

* Project renamed from "BikeLife" to "Street Riders: Realistic NPC Wheelies"
* DLL: BikeLife.dll -> StreetRiders.dll
* INI: BikeLife.ini -> StreetRiders.ini

[1.0.1] - 2026-02-14

Fixed

* Minor bug fixes and stability improvements

[1.0.0] - 2026-02-13

Added

* Initial release
* Zone-based gang spawning with configurable groups
* Physics-based wheelie system with continuous force
* Per-bike wheelie tuning with [Bike_XXX] sections
* Leader/follower formation system
* Automatic remount after crashes
* Police interaction system
* Natural rider support (apply wheelies to traffic NPCs)
* Test mode with debug overlay
* Hot-reload configuration with F10