Automate release zips and make them generate the folder name correctly
This helps users download a correctly named script so they dont end up with a script with a version number in the title
Now properly tracks scripts that added a new target, if that is restarted it created ones properly
If an overriding target is sent, use that and remove old one
Instead of rendering segments and trying to work out how much they should fill, add simple lines to segment it instead, this should make it run a bit smoother as there is way less going on
This stops them instantly returning `false` and actually waits for the results
This fixes issues with players being unable to complete tasks determined by progressbars eg. installing items on a vehicle and it fails instantly
This new `fxmanifest.lua` variable (when true) will stop checking for script updates
People REALLY dont like being told when somethings fixed.
This will stop the update notifications for both `jim_bridge` and the script that loads it.
Reworked `frameworkCache.lua` to the new layout
Fix possibility of invisible props/ peds/vehicles on spawn
Start adding very basic and unfinished support for RedM VorpCore
These currently work as intended, but can't put in place yet because my scripts don't fully support it yet. But the base is there for it
Also slip in `bannedItems` table so players can't the abuse sell items function to spawn cash
I'm adding distance based exploit protection to stashes, shops and selling shops to help fight exploiters
Soon all these created through jim_bridge will refuse opening if its not "registered" correctly
Basically, all my scripts will get updates to support this
This removes redundant inventory files and compiles all of the functions into one
This allows easier editing and control per inventory and hopefully better optimization, readability and easier addition of support for new inventories
Kept forgetting to do this
When using `makeDistPed()` (making a npc that only appears when nearby) you can now send a function to apply custom modifiers to it after the npc is created
eg.
```lua
makeDistPed(v.model[i], b, true, false, v.scenario, nil, nil, function(ped)
if v["killable"] then
SetEntityInvincible(ped, false)
SetBlockingOfNonTemporaryEvents(ped, false)
FreezeEntityPosition(ped, false)
end
end)
```
People keep thinking this is a massive error, its literally just stating that there isn't a script found to register a shop. not all inventories have these
Enhanced the inventory config loader to support both old and new config file structures for QBInv by introducing a fallback mechanism. The loader now attempts multiple config paths to improve compatibility with different versions.
The script was randomly looping the config file check, if it hit qb-inventory first it would end the check and break the script, changed it to skip instead and fixed it
Realised that if using older (and custom) versions of qbox, the item list can't be retrieved through `GetCoreObject()`
This fixes that and also (if needed) grabs the item lists from inventories directly if needed
This was my bad, set up functions that requested the cache from server, didn't realise it was duplicating it and spamming it
This moves the requests to a separate file and uses an export instead
Also hopefully fixes ox_lib images being an arse
using the function to grab slot info, this can now check if you have enough inventory slots for items to be given, allowing it to check before TRYING to add them
People were reporting issues with scripts claiming items didn't exist, I believe this was due to their servers having slot starts (eg. alot of clothes or vehicles being loaded)
I've rewritten it to fully delay loading until everything is correctly cached and let the scripts continue. Also hopefully reducing memory footprint for it too.
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Also slipped in an `experimental` function that grabs inventory config files to check their set InventoryWeight and InventorySlots to automatically apply it for other functions
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