OpenCSOM Changelog
Current Version: Update 6
Last Updated: 2025-07-11T20:35:00Z
This is the changelog for OpenCSOM, an open-source replica of the customization GUI from Clear Skies Over Milwaukee. To see all updates, check the contents.
Contents:
| Update | Release |
|---|---|
| Update 0.1 | 4/14/23 |
| Update 0.2 | 4/18/23 |
| Update 0.3 | 4/26/23 |
| Update 0.4 | 5/27/23 |
| Update 5 | 12/31/24 |
| Update 6 | 7/11/25 |
Update 0.1 - Accessories
Changelog
Added
- Ability for players to add accessories to their character
- Accessories can have their offset changed (-3-3)
- Accessories can have their scale changed (-3-3)
- Accessories can have their vertex color changed (0-255)
Internal
- Code is currently very messy, a restructure will be implemented soon with clearer code comments and generally cleaner code
task.wait()is used in several spots throughout the code, which is not favorable. This will be changed next update.
Update 0.2 - Faces and Names
Changelog
Added
- There is now a name floating above all players
- Ability to change name floating above your head
- Ability to toggle names (on/off/meta)
- Ability to change face (face id or decal id)
- Ability to remove face from player
- Ability to get the ID of the face a player is currently wearing
Internal
task.wait()usage has been dealt with, now task.delay() is being used- Added improved server-side security when adding and removing accessories through type checking
- There are new server functions for filtering text
- Getting the values for vectors while editing has been completely migrated to the server
- Values will no longer default to 0 when a text box is left blank, instead it uses the current value
- The “displayNames” method and new overhead gui have been made easy to edit in the case that users want to add their own name types to toggle through
Update 0.3 - Clothing
Changelog
Added
- Ability to change shirt
- Ability to change pants
- Ability to change tshirt
- Sections for both clothing and for outfit saving (next update)
Internal
- Started to write code comments better explaining parts of code that could be confusing to read
- Functions now have descriptions of their use and parameters
- Keep in mind that lots of lengthy remote events and repeated code are being moved over to functions in the next update
Update 0.4 - Outfit Saving
Changelog
Added
- Ability to save custom outfits
- Ability to edit custom outfits
- Ability to delete custom outfits
Internal
- Accessory frames are now sorted alphabetically
- “insertAccessory” is now its own method
- Accessories now have their asset id stored as an attribute
- Code for this is very, VERY messy, both locally and on the server, so try not to mess with it too much
Update 5 - Full Release
Changelog
Added
- Added car spawning / customization
- This makes heavy use of tags, specifically “OpenCSOM_Primary”, “OpenCSOM_Secondary”, and “OpenCSOM_Interior”
- Vehicles folder located in ServerStorage
- I didn’t make a custom chassis or anything, but you can add your own if you want. The only thing there is the motorcycle which is a free model
- Added customizable animations
- Animations folder located in ReplicatedStorage
- Added character reloading
- Added a brand new, fully customizable and accurate time / date system
- Added region popups
- Tagging a BasePart as “OpenCSOM_Region” will allow you to create a region, and giving it the string attribute of “RegionName” will allow you to change the name that pops up when entered
- Added a new intro screen
- Added a configuration menu located in ReplicatedStorage
- With this, you can now change the max amount of accessories and outfits in your game
- This also gives you the ability to sequence your own custom intro
Internal
- Fixed issue where text would scale poorly on higher-resolution screens
- Clamped minimum text size to 10 for smaller screens
- Fixed issue where accessories would not be added all at once during loading
- Fixed issue where saves could be created only using whitespace characters
- Fixed issue where textures would not load if they were not given an exact ImageId
- Fixed issue where name changing had an excessive delay
- Fixed weird scaling of the “Open GUI” button on some screens
- Completely rewrote the datastore code from the previous update to make it far more reliable, and far easier to use
Update 6 - Gun Factory
Changelog
Added
- MeganGuns weapon system
- 2 template guns: Rifle and Shotgun, both fully configured
- Lots of behind the scenes work went into making these guns fully configurable through attributes, making them very drag-and-drop in nature. More information can be found ingame as to how to properly configure and rig a gun.
Internal
- Fixed regions not functioning in very specific edge cases
- Fixed animations staying loaded on your client’s animator after you’ve finished using them