# GPTGTA Public Changelog ## v5.4.6 — Canonical Metro City Polish - Consolidated the best elements from v5.4.3, v5.4.4 and v5.4.5 into one cleaner build. - Kept the v5.4.5 edge-facade improvement, but grounded entrances back on the street/front side so facade walls remain walls. - Added a real metro flow: street stairs → elevated platform → train doors → destination platform → stairs down. - Players and pedestrians on street level are drawn under the elevated metro, matching cars going underneath. - Metro boarding no longer happens magically from street level; it requires the station/platform layer. - Added a second connected flyover corridor and improved flyover guardrails/ramp readability. - Overpass traffic uses upper/lower collision separation, while street pedestrians stay lower unless on metro platforms/roofs. - Added facade cleanup so benches/trees/random props do not appear embedded inside edge-building walls. - Added cleaner crosswalk stop lines and preserved visible red/yellow/green traffic signal bulbs. - Preserved South Island, chopper altitude zoom, living shoreline, sand footprints, UZI interiors, bedroom/Safari fixes and pseudo-3D buildings. # GPTGTA Public Changelog ## v5.4.5 — Edge Facade Entrance Fix - Moved edge-facade building entrances from the visible rooftop plane down to the street-facing wall side. - Cleaned decor off edge-building roofs and wall surfaces so benches, trees and other props no longer sit on facade windows. - Preserved the v5.4.4 multilevel traffic / flyover pass and metro underpass work. # GPTGTA Public Changelog ## v5.4.4 — Multilevel Circulation Pass - Added a drivable east-west urban flyover through the main city. - Traffic and player vehicles now support simple road levels: ground traffic runs under the flyover while elevated traffic rides on top. - Elevated segments ignore stoplights while the ground grid keeps its signal logic. - Ground pedestrians and cars render beneath the flyover deck for a proper underpass feel. - Preserved metro underpasses, South Island, interiors, shoreline, UZI, chopper zoom and the pseudo-3D edge facades. # GPTGTA Public Changelog ## v5.4.3 — Metro Underpass + Edge Facades - The player now renders under the metro deck, so pedestrians and cars both read as being below the elevated line. - Added station stairs at both metro ends; you board the metro on foot from those access points. - Removed the confusing floating elevated-road sample decks to keep the road logic visually coherent. - Added facade collision so pseudo-3D edge walls behave like actual building sides instead of fake walkable/drivable windows. - Preserved South Island, interiors, UZI, traffic, shoreline and chopper altitude zoom. # GPTGTA Public Changelog ## v5.4.2 — Elevated Transit + Footprints - Metro rails now read as elevated infrastructure: pillars/under-structure below, rail deck drawn above cars, and stations remain readable. - Added two sample elevated road deck overlays to create the GTA-style underpass/overpass illusion. - Traffic lights now show red/yellow/green bulbs and traffic waits more strictly at red/yellow phases. - Traffic respects road blocks more strongly and no longer jumps through blocked cars after waiting. - Walking on sand now leaves temporary real footprints behind the player. - Added purple carjacker visibility and more varied pedestrian shirt colors. - Added subtle vehicle paint overlays so the street feels less same-colored. - Preserved v5.4.1 interior UZI, living shoreline, South Island, metro, chopper altitude zoom, bedroom, Safari fixes, pseudo-3D buildings and rooftop systems. # GPTGTA Public Changelog ## v5.4.1 — Interior UZI + Living Shoreline - UZI now properly works inside interiors: interior NPCs can be shot, fall, and remain down/dead. - Added living shoreline rendering: light-blue tide wash along sand/water borders. - Added darker sand marks/footprint-like details for beaches. - Traffic now respects player/parked/stolen cars more strongly and no longer jumps through blocked cars after waiting. - Preserves South Island, metro, chopper altitude zoom, personal bedroom, Safari fixes, pseudo-3D buildings, rooftop and molotov systems. # GPTGTA Public Changelog ## v5.4.0 — South Island Metro Expansion - Expanded the world map eastward with a real sea barrier and a new South Island district. - Added a Miami/Vice-City-like island grammar: beach, palms, villas, motel/diner, low-density roads and a boulevard. - Added a dedicated metro/rail layer with platforms, signs, rails and a long grey metro train. - Metro stops at Main City and South Island; press Enter near the train to board and press Enter again at a station to exit. - Metro route crosses / tunnels under the sea, making water a real boundary rather than mixed road/water noise. - South Island is intended to be reachable by metro or chopper HIGH flight. - Preserves v5.3.9 Chopper Altitude Zoom, bedroom/Safari fixes, pseudo-3D buildings, rooftop flow and molotov systems. # GPTGTA Public Changelog ## v5.3.9 — Chopper Altitude Zoom - Added chopper altitude camera zoom: HIGH flight smoothly pulls the camera back so more of the city is visible. - LOW flight smoothly returns to the normal close camera. - Zoom is render-only; physics, collisions, traffic and inputs remain in stable world coordinates. - Added a subtle high-altitude haze overlay. - HUD now shows chopper altitude plus current camera zoom percentage. - Preserved v5.3.8 bedroom spawn fix, Safari touch lock, private bedroom, pseudo-3D buildings, rooftop flow and molotov behavior. # GPTGTA Public Changelog ## v5.3.8 — Bedroom Spawn + Safari Touch Fix - Fixed the bedroom spawn: player now starts beside the bed, not inside the solid bed prop. - Added a safe-spawn helper that checks bedroom collision before final placement. - Made HOME start private by removing any fallback bedroom NPC population. - Kept the 3-floor bounded UP/DOWN stair structure from v5.3.7. - Added stronger Mobile Safari touch hardening: no text selection, callout, drag, gesture zoom, double-tap zoom, or touchmove scroll during play. - Preserved pseudo-3D buildings, chopper, rooftop, molotov, stable minimap and personal bedroom flow. # GPTGTA Public Changelog ## v5.3.7 — Personal Bedroom + Bounded Floors - Game now starts inside your own bedroom instead of outside or in a generic apartment. - Bedroom floor has no random NPCs. - HOME now has exactly three floors: lobby, your bedroom, top hallway. - Added separate UP and DOWN stair zones; stair navigation is no longer one-way. - Roof re-entry from HOME returns to Floor 3 instead of climbing infinitely upward. - Floor layouts are now distinct: lobby, personal bedroom, top hallway. - Preserved stable minimap, pseudo-3D buildings, chopper, rooftop and molotov systems. # GPTGTA Public Changelog ## v5.3.6 — Home Stairwell + Stable Minimap - Replaced minimap background-image refresh with a real embedded canvas to reduce flicker. - Moved the beach/harbor parking lot off active traffic paths and carved a dedicated parking surface. - Added a HOME landmark building. - HOME interior now has a stairwell: press Enter near STAIRS to move floor by floor. - Floor 2 is marked as your bedroom floor. - Climbing past the top floor exits onto the roof and uses the existing rooftop/fall/molotov systems. - Preserved v5.3.5 pseudo-3D buildings, chopper blades, roof landing, molotov drops and shadowed-player behavior. # GPTGTA Public Changelog ## v5.3.5 — Chopper Rooftop + Canal Cleanup - Preserved the v5.3.4 pseudo-3D building facade pass. - Added retro helicopter rotor-blade blur based on the older GitHub chopper feel. - Added LOW/HIGH helicopter altitude with a smaller high-altitude shadow. - Added mobile chopper altitude context button and PC H key support. - Added rooftop landing from the chopper at low altitude. - Added rooftop fall behavior: walking off a roof triggers a fall / blood recovery moment. - Added rooftop molotov drop with delayed impact and explosion damage below. - Darkened the player sprite when standing in tall-building shadow. - Cleaned up inconsistent water/road visuals by making the harbor canal/bridge explicit and removing stray water under roads. - Lengthened the beach boulevard and added more beach prop placement. - Restored UZI tracer spray lines. # GPTGTA Public Changelog ## v5.3.4 — Pseudo-3D Facades + Readable Entrances - Added GTA PC-style pseudo-3D building facade rendering on top of the existing canvas city. - Added height classes for downtown towers, edge skyscrapers, commercial buildings, industrial blocks, and residential buildings. - Added repeated facade window bands and stronger building shadowing. - Added readable entrance glow: sign → door → light spill. - Added an enterable STRIP CLUB destination building with neon/pink exterior and custom interior. - Edge buildings now get visual tower facades and can expose readable entrances when reachable. - Inspected the GlassGallery true-3D zip. It uses Three.js / GLB assets, so the full engine was not ported; the useful idea was translated into a light 2.5D canvas renderer. # GPTGTA Public Changelog ## v5.3.2 — Parking Lot + Hydrants + Bridge Polish - Added a compact parking lot near the gas sign with multiple parked vehicles and an opening striped gate. - Added extra parked cars near city blocks for more lived-in street feel. - Added hydrant burst behavior: hit a hydrant with a car and it sprays water. - Added a more readable little bridge crossing over the beach-side water inlet. - Added fixed external UZI pickup points in the city. - Tuned pedestrian dodge speed and traffic impatience so blocked streets feel more GTA-like. # GPTGTA Public Changelog ## v5.3.1 — Beach Trees + Chopper + Gang HQ - Returned to the stronger v5.3 foundation for people and asset quality. - Added a moderate beach strip with real sand drawing and shoreline water. - Explicitly placed pine rows / dark bushes and a sakura grove so the biome props are actually visible. - Fatal pedestrian hits leave blood splatter again. - Helicopter can be entered and now flies over buildings/water instead of behaving like a road car. - Traffic now queues behind blocked world cars and occasionally a small minority squeezes past after a long wait. - Added a gang HQ interior with gang members and a UZI pickup. # GPTGTA v5.3 — Collision + Asset Purge + Living Edge - Latest playable build now lives at `/play/` and `/version/v5.3/`. - Added pedestrian vehicle-impact tiers: shove, knockdown, fatal hit. - Added pedestrian dodge behavior for fast incoming vehicles. - Added simple HEAT meter and decay. - Added hard-impact vehicle damage behavior. - Removed visible grey fallback blocks with styled human, vehicle and prop fallback renderers. - Added pine forest biome assets, sakura grove assets and beach asset set. - Added beach / waterfront landmark support using palms, umbrellas, chairs, towels, beach ball and ice cream seller assets. ## v5.1 — Clean City Graph + Building Interiors - Uses v5.0 clean city graph as the base. - Adds enterable buildings through street-facing entrances. - Adds top-down interiors for shops, offices, warehouses and apartments. - Adds indoor NPCs with simple ambient tasks and wandering. - Keeps the stable traffic and pedestrian grammar from v5.0 intact. - Updates /play/ and /version/v5.1/ as the latest public playable build. ## v4.3.2 — Mega City Streaming Traffic - Larger enclosed city map. - Streaming traffic population replaces permanent offscreen traffic accumulation. - More cars and buses while preserving performance. - Traffic cars no longer pile up from soft traffic-to-traffic physics collisions. - Building sets, storefronts, windows, roof textures, road tiles and environmental props are used more visibly. - Harbor Scrap objective retained. # Changelog ## V4.2.31 — Fast cars + ARSONIST existing spawn cars - Current public build mounted at `/play/`, `/version/v4.2/`, and `/version/v4.2.31/`. - Restores the speed feel closer to V4 / GTA 1-style driving. - Normal car speed now matches the old boosted feel. - Boost is now an extra-fast layer above normal speed. - Keeps mobile performance cleanup from v4.2.28. - ARSONIST opening now explodes two existing parked spawn-area cars instead of adding extra cars. - Original heavier v4.2 branch is preserved at `/version/v4.2-original/`. This changelog documents the preserved GPTGTA development line from V1 through V4.2. Dates are intentionally conservative where exact publication dates were not encoded in the archive. ## V4.2 — Performance-cleaned public branch - Preserved as `versions/v4.2/index.html`. - Added mobile Safari performance cleanup. - Capped canvas device pixel ratio for better mobile stability. - Added caps for effects, bullets, water marks, and cars. - Reduced helicopter/chopper trail effect pressure. - Throttled HUD DOM writes. - Throttled keyboard polling. - Updated pedestrians every other frame. - Added guarded 40 FPS loop. - Added duplicate-loop guard. - Central screenshot: `screenshots/v4.2.gif`. ## V4 — Expanded simulation branch - Preserved as `versions/v4/v4.html`. - Includes larger gameplay/simulation iteration than earlier builds. - Includes mobile demo continuity files. - Central screenshot: `screenshots/v4.jpeg`. ## V3.1 — Intermediate mobile/demo branch - Preserved as `versions/v3.1/v3.1.html`. - Carries mobile demo iteration and gameplay refinements between V3 and V4. - No central screenshot found in the archive; the version folder is preserved intact. ## V3 — Expanded city systems - Preserved as `versions/v3/v3.html`. - Expanded the playable city/game systems after the V2 control pass. - Central screenshot: `screenshots/v3.jpeg`. ## V2 — Gameplay and control improvement branch - Preserved as `versions/v2/v2.html`. - Iterated on player controls, mobile playability, and prototype feel. - Central screenshot: `screenshots/v2.jpeg`. ## V1 — Initial playable prototype - Preserved as `versions/v1/v1.html`. - Establishes the original GPTGTA browser prototype line. - Central screenshot: `screenshots/v1.jpeg`. ## Repository cleanup / AI-first patch - Added `/ai` documentation layer. - Added shared asset root under `/public/assets/gptgta`. - Preserved version folders while making a cleaner GitHub-facing structure. - Added central screenshots folder. - Added public timeline and repository analysis docs. ## GPTGTA v5.2 Latest playable build is now /play/ and /version/v5.2/: clean city graph + interiors + canals + asset fallback fixes.