[DEV BLOG #1] AGRP Heartlands

Script Unreleased
[DEV BLOG #1] AGRP Heartlands

The very first changelog for public viewing for AGRP - Heartland County

Published by Portside 7 months ago 30 views
+ Added account by Portside
Account QoL and touch ups for better theme syncing
+ Added account by Portside
Overhauls character creation
+ Added account by Portside
Restyled character selection
+ Added account by Portside
Restyled register panel
+ Added account by Portside
Restyled login panel
/-/ Reworked/Fixed account by Portside
Added 'Winter Settings' to its own tab which includes; 1. ground_snow 2. snow_fall 3. xmas
+ Added account by Portside
Allows users to use arrow keys to switch between characters & enter to select.
+ Added account by Portside
Allows users to press enter to register/login
/-/ Reworked/Fixed account by Portside
Changes the query when checking for multi-accounts to return account_id rather than serial (idk why it was like this, kinda weird) So it means that when a user tries to register, it will tell them an account already exists for them: ACCOUNT_NAME
+ Added account by Portside
Login/Register now checks the website's email policy to see if users can register using a whitelisted provider.
+ Added account by Portside
Account 2FA. To help protect users accounts, users can enable 2FA to their account (via UCP). Once enabled (either by email or an authenticator app) users will be prompted to provide the code that was sent to their email (or code provided by authenticator app) to login. Staff accounts cannot log into the game until 2FA is active, this is mandatory. There will be no exceptions made for staff to not have 2FA enabled on their account.
/-/ Reworked/Fixed account by Portside
Removed a bug where upon signing in, notifications got triggered twice
+ Added admin-system by Portside
Adds admin command variation to now include quickslots
+ Added admin-system by Portside
Several resources updated to include the central srvSettings:updateSetting so updating settings in /serversettings update in real-time
+ Added admin-system by Portside
Adds global checks to db Settings entries resources so that if they're changed via /serversettings they update in real time.
+ Added admin-system by Portside
Adds a new /serversettings
+ Added admin-system by Portside
Added logging to when laundering dirty cash and adds an on-duty admwarn too
+ Added admin-system by Portside
Added /givedirtycash for admin command
+ Added admin-system by Portside
Finished Skin Viewer v1 for /items
/-/ Reworked/Fixed admin-system by Portside
Fixed visualized mode to be more prettier and use actual item images where possible for /items
/-/ Reworked/Fixed admin-system by Portside
Fixes an issue where /items window wasn't tall enough, so scrollbar was falling off the body.
+ Added admin-system by Portside
Adds explosive materials to /disarm too (c4, trigger, defusal kit)
+ Added admin-system by Portside
/removeprotection for Head Admin for use-case
+ Added admin-system by Portside
/addprotection for Head Admin for use-case
+ Added admin-system by Portside
Adds a /nearbyc4 command that allows admins to see placed c4 within 15 meter radius, who placed it and when it was placed. This information is grabbed from the table naturally as C4 isn't saved to the db, so we're relying on the table info to give us that information.
+ Added admin-system by Portside
Explosives can now be defused by an on-duty admin and a dblog is added for clarity
+ Added admin-system by Portside
setparentproperty command now to manually set interiors as children (/setparentprop interiorToLink ParentPropID) 0 to unset/unlink it.
/-/ Reworked/Fixed admin-system by Portside
/supervise & /disappear to sendBottomNotification rather than chatbox
/-/ Reworked/Fixed admin-system by Portside
Convert inventory menu and rightclick menu for items to DGS
/-/ Reworked/Fixed admin-system by Portside
/check overspill fix for check admin details
+ Added ag_mod_loader by TMTMTL
Completely migrated and successfully stitched in ag_mod_loader
/-/ Reworked/Fixed bank by Portside
Fixed overspill for bank ped on DGS menu
+ Added carradio by Portside
Overhauls car radio UI and modernizes it to intuitively use shift & scroll up / down to change volume
+ Added contextmenu by Portside
Adds framework for player context menu (GTA V style player menu)
+ Added death by Portside
Updates death notification for CKed characters to always appear on top
/-/ Reworked/Fixed dependencies by Portside
Naming convention changes for dependency resources
+ Added donators by Portside
Donator redemption now uses mission overlay from xp & levels and spits out what the user redeemed using that key.
+ Added donators by Portside
Updated some donator stuff (perks, usage, added admin commands for generating codes for events etc)
+ Added donators by Portside
Dono perks added for inv slots (doesn't affect a player's max carry weight)
+ Added donators by Portside
Setup PayHip API & logging to go along with it
/-/ Reworked/Fixed donators by Portside
Tidied up donator resource and added prerequisites for the UCP
+ Added elevator-system by Portside
Added persistence to disabled message for when state is 2 ( no entrance)
+ Added elevator-system by Portside
Added persistence to disabled icon marker if mode gets changed
+ Added elevator-system by Portside
Added variants for /toggleelevator to disable/enable elevator
/-/ Reworked/Fixed elevator-system by Portside
Reverts no entrance marker icon to the "normal". I was gonna change this to have its own icon, but decided against it to stop drive-by MG.
/-/ Reworked/Fixed elevator-system by Portside
Fixed a bug where elevator type 2 (No entrance) was still allowing vehicles in
/-/ Reworked/Fixed elevator-system by Portside
Cleans up debug logging and adds proper logs for vehicle entry and exit
+ Added elevator-system by Portside
Added logging for elevators from one dimension to another (I called them transfers). Example: main house dim is ID 40, garage dim is ID 41. An elevator (teleporter) connects both interiors. player enters the elevator in ID 40 to be teleported to ID 41. Adds dblog and interior-manager logs telling us the player came from dimension 40 to 41
+ Added elevator-system by Portside
Adds /seteleexit and /seteleentrance to move an elevator's entrance/exit
+ Added elevator-system by Portside
Adds /nearbye with highlighting if you're on the entrance or exit along with a cylinder to visually show you which one the system is referring to.
/-/ Reworked/Fixed elevator-system by Portside
Updates logic to include elevators to be disabled when the interior is disabled (/togint) and includes an on-duty admin bypass.
/-/ Reworked/Fixed elevator-system by Portside
Fixes an issue regarding entering via elevators.
/-/ Reworked/Fixed elevator-system by Portside
Elevator bypass for unowned/for sale properties for admins + admin warning to say they're bypassing.
/-/ Reworked/Fixed elevator-system by Portside
Elevators no longer delete on /fsell or /sellproperty
+ Added elevator-system by Portside
Elevators now work independently from interior entrances (locked entrances doesn't mean locked elevators)
+ Added global by Portside
Made getPlayerPortraitPath an exported function, moved it to agrp_globals in Global so that it can be used in the future by all resources rather than just hud. I originally created this function for hud only, but I can see future use-cases for it.
+ Added global by Portside
Also updated Global to include new settings values for weather system
+ Added global by Portside
Also brought across AGRP's g_unit_conversions which will be helpful in the future for global.
/-/ Reworked/Fixed global by Portside
Disables allowing users to create multiple accounts
/-/ Reworked/Fixed hud by Portside
Reworked functionality so that /stats can now be used to offline /stats check a player. This is logged, too.
+ Added hud by Portside
Completely overhauls /stats (AGAIN I KNOW) but this time it's keeping the same layout, just stitches in the xp, levels etc (logs need tidying up for better player presentation (didn't realize i was gonna show players their xp history so i done it rough) it looks really integrated now!
+ Added hud by Portside
/issueccw & /revokeccw to issue and revoke ccw from players (admin command). This will typically be handled by a firearms officer in the web MDT when it gets scaffolded.
+ Added hud by Portside
Adds PF Limit and CCW status to the user's /stats
+ Added hud by Portside
When moving the /stats menu it will save its new location to account_settings so even when the player joins the game in the future or unpins the menu, the new location stays persistent.
+ Added hud by Portside
/stats when pinned can be moved freely around the screen.
+ Added hud by Portside
Completely reworked the /stats menu AGAIN
/-/ Reworked/Fixed hud by Portside
Offset tooltips in player's inventory so that it displays offset from the cursor (as our new fix above was now blocking the tooltip).
+ Added hud by Portside
Photos for /stats - currently only supports vanilla skins as we're waiting on tm to finish the stitching for newmodels and the ag_modloader, which will then allow us to display the add-on skins too
/-/ Reworked/Fixed hud by Portside
Restyled stats menu as I didn't like it, reverted to DX but it looks better... could probably be doing with even more of a touch up, but at least it's more modernized now too.
+ Added hud by Portside
/stats overhaul - Converts /stats to use dgs and properly construct sub interiors for each parent interior. Moved this to DGS because of how I scaffolded the interior layout. As players own more interiors, the older gui would wander off the screen, so this dgs conversion confines it to the window with a scrollbar.
/-/ Reworked/Fixed hud by Portside
/stats updated to reflect the inclusion of secondary interiors (and nice display too, so players can see exactly what interiors are in addition to their main property).
/-/ Reworked/Fixed hud by Portside
Re-enabled and reworked notifications for read and unread notifications
/-/ Reworked/Fixed hud by Portside
Reworked some hud functionality so that it looks neater and less invasive on-screen.
/-/ Reworked/Fixed hud by Portside
Reworked the player's top hud and introduced an account setting for sticky hud. If the player pins the hud, decision is remembered for every time they join the server.
+ Added interior-manager by Portside
Added logging for dbLog & interior-manager logging for main markers (locked from inside, locked from outside including: with key or admin bypass)
+ Added interior-manager by Portside
Added logging for dbLog & interior-manager logging for elevators (locked from inside, locked from outside including: with key or admin bypass)
/-/ Reworked/Fixed interior-manager by Portside
Not sure if this was something on me, or whatever, but interior-manager wasn't logging entrance/exit logs via elevator, it collected an exit as an entrance log.
+ Added interior_keypad by Portside
Adds cooldowns for certain functions (unlock, passcodes etc)
+ Added interior_keypad by Portside
Added functionality for when a door gets blown up (plastic explosive) that the keypad cannot lock/unlock the door, with a system overload message.
/-/ Reworked/Fixed interior_keypad by Portside
Fixed an issue where sometimes system bugged and overloaded system which prevented the user from re-using the keypad again
+ Added interior_keypad by Portside
Added proper checking for not allowing users to right-click and pickup keypads (even admins) as the uninstall feature should be used for this. Obviously a bypass was introduced so that uninstall feature still works.
+ Added interior_keypad by Portside
Added notification to players on a locked property with a keypad to interact with the keypad or type /keypad
/-/ Reworked/Fixed interior_keypad by Portside
Changed keypad interaction logic as it was super tedious and buggy. Fixed now so it doesn't use LOS (lineOfSight) but rather screen-proximity and also added /keypad alternative to interact. And brought the interaction distance to <2m
+ Added interior_keypad by Portside
Added safety check for not allowing the user to uninstall the keypad if auto-lock is enabled.
+ Added interior_keypad by Portside
Keypad auto-lock feature will now actually check if the interior is locked before processing flip command; whereas before, if the interior was unlocked and the user had auto-lock feature installed, it would actually lock the interior for a split second then unlock it (which is no bueno)
+ Added interior_keypad by Portside
Added specific interior logging for when a keypad is used
/-/ Reworked/Fixed interior_system by Portside
Disallows the usage of /setintentrance when inside an interior (because now entrance and exit is in the same dim)
/-/ Reworked/Fixed interior_system by Portside
Interior type 2 no longer shows for sale sign
+ Added interior_system by Portside
Any form of /delint /delnearbyint etc will automatically delete elevators that connect to dim 0 and run a cleanup to wipe keys
/-/ Reworked/Fixed interior_system by Portside
Secondary interiors will not populate the map with blips anymore, only main properties get the blip.
+ Added interior_system by Portside
Added logging for the command usage of /nearbyints & /locatechildren
+ Added interior_system by Portside
/locateintchildren (/locatechildren) will locate interior's belonging to specified ID with blips appearing for 30 seconds.
+ Added interior_system by Portside
/nearbyints will now show distinguish property type 4 (secondary) and if a main property has secondaries attached it will prompt you to do /locateintchildren)
/-/ Reworked/Fixed interior_system by Portside
Fixed a weird bug (unsure if caused by me at some point with all the interior changes) where to colshapes were getting created per interior. Server-side was creating colshape for interior marker, and so was client. Not sure if this is some oldschool Owl magic, but I didn't want to take the chance and remove the checks, so I just added a further check if the server has already provided a colshape, to not create another client-side.
+ Added interior_system by Portside
Children now show the green for sale icon (inherits color from parent) and if status is unknown for any reason, it will also revert to this icon
+ Added interior_system by Portside
Children also show the for sale sign but no price ( nice to have imo)
+ Added interior_system by Portside
Children now inherit the address from the parent property cleanly.
+ Added interior_system by Portside
Added admin ability to /blowdoor
+ Added interior_system by Portside
Added admin ability to /fixdoor for fix blown doors
/-/ Reworked/Fixed interior_system by Portside
Updated info warnings if a user tries to "normally" lock/unlock their property via keys if keypad is installed.
+ Added interior_system by Portside
Similar functionality exists for restoring interiors ^
+ Added interior_system by Portside
If an interior is linked to the "main" interior, the "secondaries" cannot be deleted. User will be prompted to delete the main interior, telling them the ID.
/-/ Reworked/Fixed interior_system by Portside
Fixed a bug where arrayPlayers was not reporting back proper integer for /checkint on deletion
+ Added interior_system by Portside
Type 4 (secondary) now shows in the GUI
+ Added interior_system by Portside
Secondary interiors scaffolded - interiors that would "naturally/realistically" be attached to the "main" property are now classed as children. They don't take up an interior slot on the character's slot limitations. (I know this existed before in AG, but it was messy and buggy. This has been redone from scratch, so will need testing).
/-/ Reworked/Fixed interior_system by Portside
Keys & elevator keys receive successfully on purchasing an interior or /sellto receive
/-/ Reworked/Fixed interior_system by Portside
Keys & elevator keys delete successfully on /fsell /sellproperty /sellto
+ Added interior_system by Portside
/addint support for secondary interiors.
+ Added interior_system by Portside
/addint now has a GUI for easier display - command fallback still available for those who want it.
/-/ Reworked/Fixed item-move by Portside
Converted item-move to DGS and we can now finally drag it
/-/ Reworked/Fixed item-move by Portside
Convert item permissions/properties menu to DGS and color coded protected: yes/no
/-/ Reworked/Fixed item-move by Portside
Convert metadata editor to DGS
/-/ Reworked/Fixed item-system by Portside
Fixes containers not auto-closing on changing inventory category
+ Added item-system by Portside
Fixed an issue where quickslots 4-6 weren't working
+ Added item-system by Portside
Added a check where users cannot add the same item to the quick slot.
+ Added item-system by Portside
Added a cooldown timer of 5 seconds per quickslot action
+ Added item-system by Portside
Added a check specifically for smoking so it doesn't perish these items
/-/ Reworked/Fixed item-system by Portside
Updates quickslots so if you drag stacks of items (perishable) then it will perish all items in the slot
+ Added item-system by Portside
Added dono perk for quickslot upgrades
+ Added item-system by Portside
Adds inventory quickslots to the inventory (max of 6, default of 3)
+ Added item-system by Portside
Several fixes regarding item issuing to check slots before giving items to players.
+ Added item-system by Portside
Add /setmaxinvslots [playerID/character_name (for offline)] [type: wallet, keys, items, weapons] [value] with db logging etc
+ Added item-system by Portside
Inventory layout QoL changes
+ Added item-system by Portside
Inventory layouts now save per character on character_settings
/-/ Reworked/Fixed item-system by Portside
Fixes for new inventory overhaul, Fixes include; 1. checking items before deletion 2. Clarifying admin text for /givemoney 3. Tidied UI 4. Made UI responsive and improved design 5. Added special table for items that can by stacked regardless of
/-/ Reworked/Fixed item-system by Portside
Completely overhauls inventory and rewrites core functionality
+ Added item-system by Portside
Made dirty cash inherit normal cash move behavior etc
+ Added item-system by Portside
Removed hiddenValue from dirty cash
+ Added item-system by Portside
Made dirty money splittable
/-/ Reworked/Fixed item-system by Portside
Fixed a bug where if the character was mid-air (no collision surface) the C4 would still be removed from the player's inventory even though it wasn't actually placed. This way it gets refunded to the player.
/-/ Reworked/Fixed item-system by Portside
Changes sounds for inv open and closed, reworded them for more generic convention-naming.
/-/ Reworked/Fixed item-system by Portside
Cleanup old comments for c_move_items
/-/ Reworked/Fixed item-system by Portside
Convert c_move_items menu to DGS
/-/ Reworked/Fixed logs by Portside
Converted IC communications to use xyz, dim and int on logging for teleportation purposes
+ Added logs by Portside
Adds DGS to logs panel
+ Added logs by Portside
Integrates AGRP Logging system
+ Added map-manager by Portside
Stitches in AGRPv1's map-manager
+ Added newmodels by TMTMTL
Completely migrated and successfully stitched in AGRPv1's newmodels
+ Added payday by Portside
Ties an hourly XP reward to paydays
+ Added ped-system by Portside
Add skin and vehicle uploader ped types to peds
+ Added ped-system by Portside
Redone /shopmanagement gui to be user-friendly and convenient
/-/ Reworked/Fixed ped-system by Portside
Fixed an issue where nearbyshops didn't output type null
/-/ Reworked/Fixed ped-system by Portside
Fixed an issue where respawning a ped made a local duplicate
+ Added ped-system by Portside
Added DB logging for adding, editing, deleting a ped
/-/ Reworked/Fixed ped-system by Portside
Fixed an issue where Saving a ped didn't save rotation
+ Added ped-system by Portside
/nearbyped improvements for more than just shop types
+ Added ped-system by Portside
/editped command
/-/ Reworked/Fixed ped-system by Portside
Fixes a bug where delete button in editped menu didn't work
/-/ Reworked/Fixed ped-system by Portside
Fixes an issue where so that persistence is enforced on caching items after ped loads
+ Added ped-system by Portside
Made a shop system change to rely on ped 'type' rather than its own 'shopType'
+ Added ped-system by Portside
Simplifies and unifies logic for peds & shops to be combined where possible
+ Added ped-system by Portside
/shopmanagement now serves as a central in-game system to dynamically in real-time create new shop products & shop types Affected resources include; 1. Removal of npc resource 2. Startup resource (remove npc from startup) 3. admin-system 4. mysql (for migration removals) 5. vehicle_manager 6. tm_veh_fuel 7. interior_system 8. ped-system 9. item-system 10. duty
+ Added ped-system by Portside
ped_shop_types is now stored on db
+ Added ped-system by Portside
ped_shop_items stores info for items there
+ Added ped-system by Portside
ped_products is now used for custom store products
+ Added ped-system by Portside
Peds database schema updated to reflect the folding of shops into the same db (this needs cleaned up)
+ Added ped-system by Portside
Shop types were moved from hard-code in g_shop_types to database
+ Added ped-system by Portside
The /makeped system is now a single source of truth for peds, shops, mission types (no more /makeshop etc) /makeped handles all
+ Added ped-system by Portside
Complete shop system overhaul, folds it into ped system (one unified system)
+ Added realism by TMTMTL
Fixes an issue where CKed characters didn't retain their custom skin
/-/ Reworked/Fixed resources by Portside
Added new zipper sounds for inventory open & closed
/-/ Reworked/Fixed social-system by Portside
Ability to draw images from URL and apply them to social (friends)
/-/ Reworked/Fixed Suka by FIX ME
Various code tidy-ups
+ Added tm_clothing by Portside
Adds QoL improvements to clothing editor (freecam etc)
+ Added tm_clothing by Portside
Improves movement logic for clothing significantly
/-/ Reworked/Fixed tm_cursor by Portside
Fixes an issue in TM Cursor where cursor was not always the top element, (cursor got masked/hidden under other gui elements)
+ Added tm_description by Portside
Descriptions for interiors now show property type & if secondary it will display which interior it's linked to. (admin only)
+ Added tm_description by Portside
Descriptions for vehicles now show inactivity protection (admins & owner)
+ Added tm_description by Portside
Descriptions for interiors now show inactivity protection (admins & owner)
/-/ Reworked/Fixed tm_description by Portside
Door statuses in descriptions have been set to admin-only, color-coded for lock & unlock status to again, prevent drive-by MG
- Removed tm_description by Portside
Press 'F' to enter has been removed from descriptions to prevent drive-by MG
+ Added tm_fuel by Portside
/delpump now also unlinks it from the property.
+ Added tm_fuel by Portside
Adds logging to /delpump
+ Added tm_fuel by Portside
Adds logging for when a pump gets linked/unlinked to/from a property
+ Added tm_fuel by Portside
Adds an unlink pump method
+ Added tm_fuel by Portside
Adds more commandHandlers for linking pumps to property
/-/ Reworked/Fixed tm_heli_tours by Portside
Wrong model assigned for heli tours helicopter.
+ Added tm_karts by TMTMTL
Add go-karts minigame
+ Added tm_motox by TMTMTL
Add motox minigame
+ Added tm_phone by Portside
Fixed an issue where the phone was trying to fetch interior-system rather than interior_system
+ Added tm_phone by TMTMTL
Adds a CEF warning helper to the phone
- Removed tm_phone by Portside
Removes icon leftovers removed from phone, as these are now in sync with the weather-system
+ Added tm_phone by Portside
Adds the Linker social platform to the phone.
/-/ Reworked/Fixed tm_phone by Portside
phone now relies on our weather system rather than TMO.
+ Added tm_shop_robbery by TMTMTL
Add basic framework for store robberies
/-/ Reworked/Fixed usercontrolpanel by Portside
Added framework for UCP bridge
/-/ Reworked/Fixed vehicle-system by TMTMTL
Completely reworked /vehlib and how vehicles operate. Vehicles now have fuel types, can be manual gearbox, automatic gearbox or a hybrid of both. Vehicles now use "trims" under vehicle make and model, so trims are essentially variants of a vehicle make & model. Which better represents the vehicle library and tidying it up, giving each trim its own independent handling rather than having to duplicate an entire vehicle over again, it will inherity make, model, year and handling can be its own for its own "trim". A real world example of this would be 2015 Volkswagen Golf, the trim might be Golf TDi or Golf R etc.
+ Added vm_chopping by Portside
Added check to chopshop to cancel the vm if the player doesn't have a free money slot in their wallet.
+ Added vm_chopping by Portside
Added a config for if a vehicle is <defined_hp then the chopper won't accept it.
+ Added vm_chopping by Portside
Chopping: Added health multipliers/deductions for both xp and cash rewards (seemed fitting, do better, rewarded better, do shit, rewarded shit)
+ Added vm_chopping by Portside
Adds a VM Chopping setting for if players can chop their alts vehicles.
/-/ Reworked/Fixed vm_chopping by Portside
Chopped vehicles are saved in memory for a 30 minute countdown. Adds a check to automatically restore vehicles on resource start/restart and set chopped flag to false.
+ Added vm_chopping by Portside
Any chop locations not present within db Settings table will be automatically created
+ Added vm_chopping by Portside
Added /togchopshop which will close the door and disable functionality, saves to db Settings table and will be loaded on start/restart
+ Added vm_chopping by Portside
Added /nearbychopshops which will output the scene ID
- Removed vm_chopping by Portside
Removed the reliance of play3DSound for playSFX3D (thanks spooky for suggesting this) so it natively plays the same garage sounds for the player rather than calling to the sound file from the resource.
+ Added vm_chopping by Portside
VM Chopping will now issue dirty cash and auto-stack it properly
+ Added vm_chopping by Portside
Adds a check to cancel the chop if the vehicle leaves the drop off point
+ Added vm_chopping by Portside
Adds a check if other players are in the drop off area after the player has left (don't start chopping)
+ Added vm_chopping by Portside
Adds delay timer when player exits drop off point for chopping
+ Added vm_chopping by Portside
Call xp tooltip for vm-chopping etc
+ Added vm_chopping by Portside
system logs added to vm chopping
+ Added vm_chopping by Portside
Revised logic for ambient sounds to be played based on the vehicle's location rather than a static pre-determined.
+ Added vm_chopping by Portside
Added redemption logic for if a player leaves the area, they get a warning to return within 10 seconds, if they continue to leave, it fails the attempt
/-/ Reworked/Fixed vm_chopping by Portside
Simplified drop off & boundary point logic for chopping
+ Added vm_chopping by Portside
Added some notes for clarity on some functions for vm chopping
+ Added vm_chopping by Portside
Adds a check on server/resource startup to check for the chop daily limit, if the setting doesn't exist, it will create it for us.
/-/ Reworked/Fixed vm_chopping by Portside
Removed unnecessary debugging from chopping
/-/ Reworked/Fixed vm_chopping by Portside
Polished chop flow for vm chopping
/-/ Reworked/Fixed vm_chopping by Portside
Polished chopping creation for vm chopping
+ Added vm_chopping by Portside
Added g_chopshop_scenes to build locations (multiple can be added, and then sceneID can be called in g_chop_locations to build
+ Added vm_chopping by Portside
Added sounds to chopping and garage sounds for door to open and close
+ Added vm_chopping by Portside
Added logging to vm chopping
/-/ Reworked/Fixed vm_chopping by Portside
Reworks the VM Chopping so it now relies on xp & leveling for payouts etc
+ Added vm_chopping by Portside
Vehicle VM chopping framework is now complete in its basic form. Features: 1. Player vehicles can be chopped which in return will give you dirty cash and xp on successful chop. 2. On a successful chop, chopped vehicles disappear for 120 minutes and then will be restored to its original database coordinates. 3. On leaving the predetermined area the chop will fail and count as an attempt 4. Players quitting/crashing won't count as a failed attempt 5. Chopping attempts are smartly smartly stored in character_settings table for consistency 6. Chop payout config variables for xp and cash. Cash multiplier smartly uses the already existing calculation for cash = weight * 3 (from Owl's original chop system via /getvehweight). Additional multipliers can be had for both xp and cash based on vehicle make, model, weight, or year of vehicle or a combination of all four 7. Vehicle logs added for vehicles that were successfully chopped for papertrail 8. /checkveh utilizes Chopped: Yes/No so admins can tell if a vehicle was recently chopped (if player reports for "I don't know where my car is, can you find it?"). 9. Player logs for chopping attempts 10. Multiple failsafes in place for the scenarios I could think of (including not being able to chop temp, job, rented or faction vehicles)
+ Added vpn-checker by Portside
Added VPN security resource. This resource will check and detect if users are trying to connect to the server via a VPN. If they haven't been whitelisted to use VPNs they will be kicked from the game. This is due to previous hacking attempts, where hackers would join the game using a VPN to protect their identity to hack the server using hacking tools. This resource will help mitigate those types of attempts. We understand that some users cannot play the game for legitimate reasons without having a VPN enabled. Those users can create a ticket to discuss their case with UAT, where we will decide on a case-by-case basis whether or note to add you to the whitelist - where this will allow you to join the game whilst using a VPN.
+ Added weather-system by Portside
Introduces a manual override to set time of day and freeze it in that point
/-/ Reworked/Fixed weather-system by Portside
Syncs above resources to the weather gui, all weather settings now complete Adds nice weather info to the phone app including; 1. Season 2. Temp 3. Weather Alerts 4. weather-system icons to tell you on weather 5. Location 6. Current weather condition
/-/ Reworked/Fixed weather-system by Portside
Converted weather gui to DGS
/-/ Reworked/Fixed weather-system by Portside
Fixed a bug where autochange wouldn't sync weather on payday run.
+ Added weather-system by Portside
Added a countdown delay to display weather update by 6 seconds so that payslip shows first (because weather updates are tied to payday)
+ Added weather-system by Portside
Adds a manual way to set temperature via the gui.
+ Added weather-system by Portside
Initial migration of AGRP weather. TMO now depends on our weather system, but other migrations required.
+ Added xm_level_system by Portside
Created shared mission complete menu that can be called from xp system to keep things centralized
/-/ Reworked/Fixed xmas by Portside
Leftover fixed for creating snowballs. Old system warranted snowballs if snowlevel > 2. We don't have that in our weather system, so changed the check to only check for if snow_ground resource is running.
+ Added xmas by Portside
Brings over the agrp snow_fall resource
+ Added xmas by Portside
Brings over the agrp ground_snow resource
+ Added xp_level_system by Portside
Added donator redemption specific sound
+ Added xp_level_system by Portside
Updated mission overlay in XP & Levels to introduce forceHold flag (esc to close menu)
/-/ Reworked/Fixed xp_level_system by Portside
Reworks the mission overlay for more styling & tweaking features
+ Added xp_level_system by Portside
Adds base cash to the reward breakdown for clarity on chopping complete
+ Added xp_level_system by Portside
When the user does /mrecap the recap stays on the screen until they press ESC.
+ Added xp_level_system by Portside
Adds a way for the user to do /missionrecap or /mrecap to see their last payout.
+ Added xp_level_system by Portside
Created an xp tooltip overlay (drops down from the top)
/-/ Reworked/Fixed xp_level_system by Portside
Centralized logging functions, handlers etc to s_xp_level_logs to declutter s_xp_level_system.
+ Added xp_level_system by Portside
system logs added to xp & level admin commands
+ Added xp_level_system by Portside
system logs added to payday for xp rewards
/-/ Reworked/Fixed xp_level_system by Portside
Updated mission overlay to respect new sound changes from xp_level_system
+ Added xp_level_system by Portside
Adds a check to add xp_hourly_reward to settings table with default value if it doesn't exist, otherwise respect values that are there
/-/ Reworked/Fixed xp_level_system by Portside
Updates default sounds to happy unless specified by call
/-/ Reworked/Fixed xp_level_system by Portside
Moved the mission overlay window down a little as it interfered with payslip
+ Added xp_level_system by Portside
Ties mission_overlay to server global colors (global > agrp_globals if accentColor isn't defined on call
+ Added xp_level_system by Portside
Added Mission Complete log to support the above dbLogs
+ Added xp_level_system by Portside
Added dblogging to xp payouts via mission complete
+ Added xp_level_system by Portside
Created XP & Levelling framework