First up, we're all sorry for the problems we encountered with the release last night. Unfortunately, there was a game breaking performance issue which was found only a few hours before we intended to release and this has required some time to investigate.
The good news is that we've done our best to mitigate this problem, related to the way in which Rockstar has started to introduce anti-modding protections. For those of you interested in the technical detail, here's a snippet of a performance test ran by Alexander Blade and LMS:
Performance difference between GTA V version 372 and 393
Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook:
372: ~582ms (RPH: ~585ms)
393: ~2480ms (RPH: ~2490ms)
Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.
In short, on the previous patch (372), it took 585 milliseconds for the function to be executed 1000 times. On the newest patch (393), it took 2490 milliseconds, which is roughly 2.5 seconds, to be executed 1000 times. This means that this particular function takes five times longer to execute on the latest patch than it did previously. LSPDFR 0.2 and 0.1 call this function a lot, mainly to stop other police officers from killing suspects, as we force them to be unarmed when appropriate by using it. As such, during a pursuit with even a couple of units, performance takes a hit.
With the problem identified, we've managed to come up with an alternative way of doing things that doesn't have such a dreadful impact on performance. This version is currently undergoing testing, and we hope to be in a position to release 0.2 as soon as possible. Note that I won't commit to a date, as it is possible we run into further issues, and we'd like to avoid a situation similar to last night's, but there is still the possibility that we can release today, and we'll keep you updated as to our progress.
Sam.