[DEV BLOG #2] Systems & Features

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[DEV BLOG #2] Systems & Features

The second development update for the MTA Game Server. This update includes a variety of updates, removals and additions.

Published by Portside 7 months ago 43 views
/-/ Reworked/Fixed account by Portside
Fixes an issue where the user could return to characters page on the Character Creation menu even when they have no characters
+ Added account by Portside
Context menu is now the place for walkstyles
+ Added account by Portside
Content menu now requires you to hold down N to open. This is so the menu can be used within vehicles and it doesn't directly conflict with any scripts such as sirens
+ Added account by Portside
Added compatibility check for invalid/old password and notifies the player that they need to change it before logging in.
+ Added account by Portside
Introduced beta testing login stages
+ Added account and donators by Portside
Fixes a bug where purchasing new character from donators and F10ing to create said character didn't show Create Character button if slots were previously maxed
- Removed achievement by Portside
Removes achievement system and folds it into ui-library notifications and gamecoin issuance
+ Added admin-system by Portside
Imports functionality and nice to haves from AGRP LS including the staff panel etc.
/-/ Reworked/Fixed blurmask by Portside
Merged blurmask into weapon-system and renamed for clarity
/-/ Reworked/Fixed carradio by Portside
Fixed an issue where FPS were getting absolutely hammered when choosing new radio channel or scrolling volume
+ Added carradio by Portside
Car radio can now be used in ignition state 1
/-/ Reworked/Fixed cef_chat by Portside
CEF Chat improvements including removal of annoying keybinds and some other weird stuff. Security stuff still in place and yeah, just boring stuff really
+ Added contextmenu by Portside
Introduces a Player Rescue context using simplemenu for when a driver of a vehicle abnormally leaves the vehicle (timeouts, gets banned etc). The reason for this is that the vehicle gets locked, parked and handbraked. So, passengers get ejected from the seat - a player rescue menu appears, allowing the player to teleport to one of their owned houses or vehicles or public spaces (spawn locations)
+ Added custom-vinewood-text by Junior_Djjr
Added a cool little resource for fun. Fixed texture issues and added features and ported to suit our gamemode. Credits to original creators; Junior_Djjr (original), Dryxio (MTA port)
+ Added drug_system by Portside
Expose quantity of drug in tooltip for players
+ Added drug_system by Portside
I'm probably not going to comment a lot on this system because it is an insanely huge undertaking. I know exactly how I want this to look and perform. So I'll give you a basic rundown of how the system is intended to work. Economics Team will determine drugs. This is done via a menu. This menu will specify a drug creation, units (ml, kg etc) drug type (opiod) their legal classification (OTC, legal, illegal, controlled). We can stack effects to these drugs, so you might have negative effects such as health decrease, weakness etc - but the drug may give you reduced hit damage, increased stamina etc. Drugs will be completely dynamic, meaning we can create any drug type, at any time, and combine any number of accumulators (comedowns, effects, drawbacks, addiction rate) everything. This will be entirely dynamic. There is no way to simplify this system, as it is extremely complex. This is why it will be Economics Team-driven only. Drugs will have addiction rates. Rates of addiction can be managed via /stats. Players can get "laced" batches, or potentially lethal batches. This will kill the player. Abuse can kill the player. Players can be revived by a medical injector known as 'Revivan'. Can come in many forms (also a dynamic creation), but I'm going to focus on two for now. One that can revive overdoses only, and one that can revive overdoses and normal deaths (from normal kill-states). Drugs will have a batch number tied to that batch, meaning it's traceable for admins for any audit logs. There will be a testing kit which will allow for LEO to utilize their labs to track and trace a drug batch. (I'm aware the more realistic way is chemical compound dissection to see the drug makeup and compair it against samples found - but lets be fair, that's way too in-depth. So basically LEO can test a sample found, let's say on a drug dealer. This batch is "laced" so it's killing people. Police later raid a property and find several kilos of this laced batch. Their labs will be able to match the "batch" number. Batch numbers are completely unique (same as weapons) no two batches ever share the same serial. Drug creation minigames will come from this framework, but right now I'm just focusing on getting this made without fucking it up LOL. Honestly, there's a whole lot more for this system but I really cannot be bothered typing it all out. Just know it's extremely complex from the backend, and this should give players a real sense of immersion. Wish me luck boyz
/-/ Reworked/Fixed duty by Portside
Converts /duty to UI Lib
+ Added effected resources by Portside
Optimized all hud elements to use the /edithud framework and removed duplicate code from each individual resource
/-/ Reworked/Fixed es-system by Portside
Fixed a potentially abusive bug where upon reconnecting dead players were reconnecting as downed. Not a big deal, or at least it wasn't... until we introduced new weapon handling upon death. So now, dead players reconnect get forced into proper dead state awaiting respawn.
+ Added es-system by Portside
Migrated respawn GUI to ui-library
/-/ Reworked/Fixed es-system by Portside
Fixed an issue for player headshots not counting on second hit
+ Added factions by Portside
Disallowed /setfaction -1 as this is now redundant due to new faction logic. Admins will be notified to use /removefaction instead.
+ Added factions by Portside
Players can no longer join a faction if they already have a character within the faction. Senior admins can override this by doing /setfaction or /setfactionleader as normal. They will be notified with a persistent notification that they have done so and to add it to the character notes.
+ Added furniture_system by Portside
Added search filter
+ Added furniture_system by Portside
When selecting a piece of furniture to edit from the editor menu, the camera will teleport to that furniture's location for convenience and quick-finding
+ Added furniture_system by Portside
Removed janky-ass editing camera logic and used freecam logic instead
+ Added furniture_system by Portside
Renames TM Furniture to Furniture System simply due to the large overhaul and consolidation of files now
/-/ Reworked/Fixed global by portside
Legacy weapon system are now completely removed including all references
+ Added global movement by Portside
Duty stuff now works accordingly with the new weapon system and stuff. Direct fixes in place so players cannot move items from their inventory etc.
+ Added Global System Overhaul by Portside
All fonts use resource-wide are now consolidated into the UI Library. This means every resource will now pull its fonts from this resource. Any new fonts we use moving forward should be placed inside of this resource
- Removed Global Systems by Portside
Legacy drugs have been removed, leaving no trace of them except for commented items in g_items
+ Added Global Systems by Portside
Systems that checked or used drugs no longer relies or refers to legacy drugs.
- Removed global systems by Portside
Removes dupes and dead code from fuel and related systems
+ Added Global Systems by Portside
A really complicated and very scary push. This touches over 50 files, with 1800 lines of code and migration removals. It also consolidates one migration file to bring the db structure up to date and consistent for over 100 db tables. Please God ensure I haven't fucked anything
+ Added global systems by Portside
Converted all instances of metric conversions to imperial
+ Added global systems by Portside
All notifications now use our rich payload
+ Added global vehicle systems by Portside
Velocity improvements, fixes and math calculations fixed. I think this is why our "top speed" bug was a thing back in AGRP LS.
+ Added gunsmith by Portside
Added Gunsmith Admin logic to clear Weapon Lockout (respawn logic) from a weapon if needed.
/-/ Reworked/Fixed gunsmith by Portside
Fixes an issue when dismantling weapons that it doesn't apply new objectID to the newly created weaponParts
// Comment gunsmith by Portside
This is a fantastic way for players to conserve their weapons, but also a great way for gun control and an "unlimited" supply of weaponry, as eventually, weapons will become broken. Thanks to Sonny for this sexy suggestion
+ Added gunsmith by Portside
Added move checks for when a workbench is active
+ Added gunsmith by Portside
Added death reset checks for gunsmithing
+ Added gunsmith by Portside
Added checks for when resource restarts or workbench gets deleted
+ Added gunsmith by Portside
Added checks for trying to move the workbench or weapon when actively modifying
/-/ Reworked/Fixed housekeeping by Portside
Updated coding conventions to reflect modern styles
+ Added hud by Portside
Reintroduces (and improves, obviously) the /toghud feature from AGRP LS.
+ Added hud by Portside
Changed /edithud to be framework rather than minimap owning the hud editor.
/-/ Reworked/Fixed hud by Portside
Fixed an insane performance drain holy shit. Descriptions were hogging 30+fps from players. stupid logic.
- Removed hud by Portside
Removed leftover hud notification stuff
+ Added hud by Taz
Completely overhauled all HUD images
/-/ Reworked/Fixed hud by Portside
Fixes an issue where mask key was inconsistent between elementData
+ Added hud by Portside
/edithud inforamation is now using sendBottomNotification
+ Added hud & weapon-system by Portside
HUD components can now be resized
+ Added hud & weapon-system by Portside
Introduced /edithud which allows the player to edit various hud component locations including minimap, fps counter, health bar, armor, oxygen, thirst, hunger, toilet use, stamina and weapon bar.
/-/ Reworked/Fixed interior_load by Portside
Fixed an issue where interior_load was not respecting the interior's settings (such as time of day, /b communications etc)
/-/ Reworked/Fixed interior_system by Portside
Fixed a bug for when a player enters an interior for the first time (or leaves) they cannot re-enter (or leave) any interior.
+ Added interior_system by Portside
Converts /intsettings to UI Library
+ Added item system & world by Portside
Converts some menus to UI Library
/-/ Reworked/Fixed item-move by Portside
Fixed an issue with item-move for canceling moving items didn't reset last known pos
/-/ Reworked/Fixed item-move by Portside
Fixed an issue where item-move wouldn't move custom objects
+ Added item-move by Portside
Added gluing so when item-move is active, weapon sticks to bench if present
+ Added item-system by Portside
Consolidated click movement for special pickup items which includes SecuriMe and News System. g_items now uses a flag for normalPickup true/false, if false, then it relies on special pickup exposed by the system and object interaction
+ Added item-system by Portside
Moving stacks between inventories (mailboxes, storage generics, vehicles etc) has the option to take/store stack. Double-clicking on stacked items in these inventories will take singularly, using the buttons will take/store the entire stack.
+ Added item-system by Portside
Transferring stacks to players, inventories, storages etc now accommodate stack-dropping.
+ Added item-system by Portside
/items now has dropdown modes to support for guided modes (tm tools and items)
+ Added item-system by Portside
Added the UI Lib multi-stack flag to the item boxes
+ Added item-system by Portside
Added functionality for stacked/boxed world items. Upon picking up a stack, players are offered to take all or inspect contents to take individuals from the box. This can be bypassed by using the right-click menu to pickup (just picks up full box contents) or leftshift and click will also achieve the same functionality. Added a nice multiple users guard too, so if multiple users are inspecting said box, the contents gets updated in real time as removals occur.
+ Added item-system by Portside
Updated inventory to use the new helper functions for stacked items & descriptions
+ Added item-system by Portside
Added further compatibility and QoL updates for dropping item stacks. I tried to cover as many edge-cases as possible for grammar and stack families.
+ Added item-system by Portside
Stacked inventory items now are in designated items when dropped to the world. Example, multiple pancakes will turn into a "box of pancakes containing X amount of pancakes".
+ Added item-system by Portisde
Added fail-safe for broken items to show up in your inventory as broken items rather than breaking the script
/-/ Reworked/Fixed item-system by Portside
Fixed an issue where applying extra hotbar slots for weapons didn't update the UI in real time
+ Added item-system by Portside
Added a Spawnable: Yes/No for /items so admins can clearly see which items are spawnable
// Comment item-system by Portside
/+/ Fixes an issue where preventSpawn flag wasn't being respected from /items
/-/ Reworked/Fixed item-system by Portside
Fixed several issues on resource restart a leak was happening where parent resource was being omitted causing serious performance drain on resource restart (essentially, resource wasn't cleaning up after itself properly).
/-/ Reworked/Fixed item-system by Portside
Fixed an issue where slot logic was still counting duty items as filled slots
+ Added item-system by Portside
Weapons no longer stack, and only ammo or magazines stack if they're the same type.
/-/ Reworked/Fixed item-system by Portside
fixed wrong export calls from AGRP LS
+ Added item-system by Portside
Consolidated all storage configs to one shared file
+ Added item-system by Portside
Converted Inventory Manager (move item menu) to use our UI Library
+ Added item-system by Portside
Added head admin bypass to pickup lockout weapons in case required
+ Added item-system by Portside
Added checks for if items were admin-protected or if pickup was set to no one /delnearbyitems won't delete those items and will let the admin know. Also added a separate flag for senior+ for /delnearbyitems all which will delete protected items.
/-/ Reworked/Fixed item-system by Portside
Changed stacking logic so that stacks don't have spare slots, slots expand/collapse . Makes more sense imo.
/-/ Reworked/Fixed item-system by Portside
Fixed stacking deletion issues (opening a stack and deleting an item from it still treated it as an entire stack deletion
/-/ Reworked/Fixed item-system by Portside
Fixes a visual bug where consumed items (some weapon functions or other things) would rely on inventory cache so they weren't being removed from the player instantly until their inventory reopened.
+ Added item-system by Portside
Added functionality on trying to delete a stack will now delete the entire stack rather than just an item from within. Stack deletion confirmation modal popup shows before deleting the stack, warning the user that the action cannot be undone.
+ Added item-system by Portside
Stacked weapons, magazines and munitions now show generic tooltip in inventory
+ Added item-system by Portside
Stacked weapons, magazines and munitions now show stacked images.
/-/ Reworked/Fixed item-system by Portside
Edited hard-coded fallback for items in c_inventory for where the script was directing some items (such as workbench) to use a specific image. This logic is still required for some items, but I only removed it for items that didn't require it.
+ Added item-system by Portside
Added fallback noexist.png for items that have no image assigned
+ Added item-system by Portside
Added images for weapon part items
/-/ Reworked/Fixed item-system & weapon-system by Portside
Fixed stacking issues (for weapons namely, when trying to equip weapons)
+ Added item-system, object-interaction by Portside
Gunsmith tables now follow our consolidated normalPickup logic with its own special pickup behavior
+ Added job-system by ScubaSteve
Added the framework for new sweeping job
+ Added many resources by Portside
Adds strict pass checks for Ubuntu server. Local Windows environment is less strict, but on live server stuff fails
+ Added many systems by Portside
Added better functionality and naming-conventions for skins, clothing and whatnot. Decided to separate skin to casualskin and dutyskin, this allows for better tracking when player is on-duty, and more separation if a player got booted etc. Because, it now in fact, checks if the player is off-duty, then it reverts to their casual skin. Also fixed several issues where custom skins weren't showing or populating in the correct areas (/recon, /stats, character selection etc)
+ Added migrations by Portside
Added a developer resource for DB migrations to keep them consistent and consolidated
+ Added newmodels by Taz & Friend
Adds Spooky Memorial Bench
+ Added news_system by Portside
News System menus polished using our UI Lib
+ Added news_system by ScubaSteve
Adds framework to support newsstands and printers
+ Added news_system by ScubaSteve
Adds robbery framework
+ Added news_system by ScubaSteve
Adds newsstand mechanics
+ Added news_system by ScubaSteve
Adds printer mechanics
+ Added news_system by ScubaSteve
Added the new news framework
+ Added ped-system by Portside
Drug dealers and buyers converted to use new drugs
+ Added ped-system by Portside
Added TM's tools & items for relevant systems to /shopmanagement for easy spawning to shops. Same thing will happen for /items
+ Added ped-system by Portside
Completely reworked and added functionality for easier understanding of items. Scrapes each item's metadata automatically to help admins populate these fields. Also includes the dynamic addition of items, weapons, bundling weapons etc. So essentially, a really user-friendly way of adding items and managing shop types. A really, really, really powerful system that is done dynamically now rather than being hard-coded into the script. Pairing this with the "Broken Item" logic means this is a failsafe way of handling items more dynamically. Trucking system and supply chains are still to be added, but these change along is 2,224 lines of added code with 1,024 removals. Just to add weight to how huge of a change this system is essentially, for it to be one admin tool. Still requires some tidying up too, but essentially the most of it is there
/-/ Reworked/Fixed ped-system by Portside
Converted shop management to UI Library
/-/ Reworked/Fixed ped-system by Portside
Fixed a bug on /reloadped when ped is dead
/-/ Reworked/Fixed ped-system by Portside
Fixed an issue where some peds wasn't syncing information
+ Added ped-system by Portside
Added walkstyles and gender type to /editped
+ Added ped-system by Portside
/editped and /reloadped now work even if ped isn't loaded in runtime
+ Added ped-system by Portside
Added a check to reset ped state if scare actions are no longer present
+ Added ped-system by Portside
Adds a re-queue for dead ped timers to restart on server start or resource restart
+ Added ped-system by Portside
Adds a feature where **REDACTED: HEAD ADMIN ONLY**.
+ Added ped-system by Portside
I really hope this hasn't broken anything. I've done testing, but probably not as much as I should have! the entire ped system is now overhauled to be a ped framework, and then we can plug modules into it. So example, /makeped is the framework, and modules are shops (clothing stores, drug dealers, fences etc). This properly combines all systems to be consolidated into one true ped system (in theory). This overhaul contains so much that I literally cannot list all benefits, changes or new functionalities. It's an entire overhaul that I've been working on the side.
/-/ Reworked/Fixed ped-system by Portside
Fixed an issue where ped respawn timers wasn't working (my fat thumbs had a typo)
/-/ Reworked/Fixed ped-system by Portside
Fixed an issue where admin revive didn't work on some peds (leftover reloadOne logic)
/-/ Reworked/Fixed ped-system by Portside
Fixed an issue for ped headshots
+ Added phone by Portside
Tooltips added for camera mode switching in SecuriMe app
+ Added phone by Portside
QoL for refreshing on button presses for SecuriMe
+ Added phone by Portside
App icon library update for SecuriMe
+ Added phone by Portside
Overhauled SecuriMe icons
/-/ Reworked/Fixed phone by Portside
Overhauls phone app design for SecuriMe
/-/ Reworked/Fixed phone by Portside
Changed resource name from tm_phone to just phone
+ Added phone by Portside
Added phone to be apart of /edit hud
+ Added realism by Portside
AGRP LS indicator system migrated
+ Added realism by Portside
AGRP LS cruise control migrated
+ Added roadblock-system by Portside
Roadblocks are now one of the sexiest systems in the game
+ Added roadblock-system by Portside
Roadblock scenes can be shared with other players
+ Added roadblock-system by Portside
Roadblock menu can now be used to create roadblock scenes
/-/ Reworked/Fixed roadblock-system by Portside
Roadblocks can only be removed by admins, owner or faction leaders
+ Added roadblock-system by Portside
Found an unused roadblock system from TM and overhauled it. Roadblocks now has an interactable menu, you can search by categories, save favorites, placement QoL and assigned faction IDs and so on and so forth
+ Added scoreboard by Portside
Added some QoL to scoreboard and fixed an onJoin issue
+ Added scoreboard by Portside
Migrated to AGRP LS scoreboard logic and converted to UI Lib
+ Added securime_system by Portside
Adds offline guards (inaccessible systems) if the NVR isn't present (not within the property), same goes for phone and cctv camera logging
+ Added securime_system by Portside
Added overexposure to day-time nightvision and ambiguous loggging to support the oversaturation
+ Added securime_system by Portside
/togattach weapons now log accordingly and their bone location
+ Added securime_system by Portside
Added faction binding which is waaaaay too big to even begin to explain
+ Added securime_system by Portside
Logging is tighter for off-frame stuff now, including gunshots, suppressed shots, shouting, megaphones etc. Transparent adminData remains for transparency
+ Added securime_system by Portside
NPC hits get logged now too
/-/ Reworked/Fixed securime_system by Portside
Decided to move Adm camera locator to use our simplemenu
+ Added securime_system by Portside
Added Camera locator for NVR right-click for admins
+ Added securime_system by Portside
Added Repair all CCTV for NVR right-click for admins
+ Added securime_system by Portside
Cameras now log depending on the mode being used. Cameras can be forced into standard mode, nightvision mode, thermal mode and automatic mode. So it means, for thermal logging, the camera's mode must be on thermal (whereas before this wasn't necessary)
+ Added securime_system by Portside
Added the ability to introduce manual overrides for system setups, like camera limits, grain levels, etc
+ Added securime_system by Portside
Logging now respects if camera audio is enabled/disabled
+ Added securime_system by Portside
Flashdrive deletion cleans up recording files (for /delitem, /delallitems etc)
+ Added securime_system by Portside
Introduces the usage of flashdrives. If the user has a blank flashdrive, they can export NVR recordings to said drive, which keeps them safe from deletion. This is also useful if PD want a copy of said logs etc. Not sure if I want flashdrives to be an automatic creation or if the player should require a blank drive. So I've added a config for requireFlashdriveInventory
+ Added securime_system by Portside
Added staff archives for deletion events. NVRs and cameras can have their memory erased, but for staff clarity, these are only "deleted" from the player view. They're actually just archived. Right now archived records are retained for 90 days. So after 90 days they're gone for realsies
+ Added securime_system by Portside
Sharing full systems or individual cameras is now possible.
/-/ Reworked/Fixed securime_system by Portside
Some menu clean ups and overall tidy ups
+ Added securime_system by Portside
NVR Pins are now a thing
+ Added securime_system by Portside
NVRs now need a pin to access them
+ Added securime_system by Portside
Erase logs can now be done for full nvr, individual camera etc
+ Added securime_system by Portside
Players can now sabotage cameras using a screwdriver weapon. I left this futureproof so that sabotage weapons can be added to the allowed table list
+ Added securime_system by Portside
Adds preview cone to moving cameras so that the users can see the detection zone
+ Added securime_system by Portside
Adds dedicated movement right-click options for owners, managers or on-duty admins.
+ Added securime_system by Portside
Added system logging for shouting and megaphones even when not within frame. I've intentionally left out /r and /say for this, as I don't want to turn CCTV into full blown microphones. I think this is a fair trade-off
/-/ Reworked/Fixed securime_system by Portside
Fixed & added checks for radio earpieces
+ Added securime_system by Portside
Adds log checks for if admin is in /supervise /disappear or /recon - that way logs won't be logged for them.
+ Added securime_system by Portside
Admin commands for fix, break and inspect individual records on cctv cameras
/-/ Reworked/Fixed securime_system by Portside
Fixed an issue where pan controls were inverted
+ Added securime_system by Portside
Added QoL to camera switching
/-/ Reworked/Fixed securime_system by Portside
Fixes some live feed issues like you randomly dying because of teleporting and yeah...
+ Added securime_system by Portside
Moved live camera feed from phone reliance to a shared framework for securime so that it can be called anywhere
+ Added securime_system by Portside
SecuriMe System added
+ Added securime_system by Portside
Began scaffolding framework for securime will you add a gitignore in the recordings folder so they dont get synced on the git push, with the exception of the included readme
+ Added securime_system and phone by Portside
Overhauled logs for phone app
+ Added securime_system, chat-system, language-system by Portside
Logs now respect languages properly (exact same way languages work for /say /shout etc.
/-/ Reworked/Fixed several resources by Portside
Found several other resources not cleaning up after themselves properly. Also added clean up conventions to the readme for ui-library
+ Added simplemenu by Spooky
Fixed some simple menu framework. A framework initially designed by me, but completely overhauled and improved by Spooky. It now ties directly into every day suggestions.
+ Added texture systems by Portside
QoL for world items and textures overall when applying to items etc
+ Added texture-system & item-texture by Portside
Updated texture systems to allow from multiple hosts
/-/ Reworked/Fixed tm_action_cache by Portside
Removed tm action cache
+ Added tm_atmrobbery by Portside
ATM robberies now do the same logic as breakin and chopping, no longer relies on silly caching.
/-/ Reworked/Fixed tm_cursor by Portside
Fixed annoying misalignment of cursor and click
+ Added tm_furniture by Portside
Added compatibility so that secondary interiors inherit the main interior's slot limit
+ Added tm_furniture by Portside
Added compatibility for furniture slots to be purchased so users can exceed max limit
+ Added tm_furniture by Portside
Converted TM Furniture slot limit to db-backed in interiors table and changed logic to reflect that
+ Added tm_furniture by Portside
Converted TM Furniture to UI Library and introduced preview object movements
+ Added tm_furniture by Portside
Added checks for if resource restarts or if any abrupt end comes to editing (exit interior etc) that the player gets returned to their character
+ Added tm_furniture by Portside
Edit mode now hides your player
+ Added tm_furniture by Portside
Fixed control hints to display properly
+ Added tm_furniture by Portside
Added persistent notification for when someone is editing mode
+ Added tm_furniture by Portside
Added restrictions to not be able to use your inventory when editor is active
+ Added tm_furniture by Portside
Fixed that terrible control method TM used
+ Added tm_gearbox by Portside
Re-enable Q and E looking if gearbox is automatic
+ Added tm_gearbox by Portside
Vehicle gearbox controls updated. Hold leftshift and control to switch drivetrains
- Removed tm_notif by Portside
Removed TM Notif
+ Added tm_notif by Portside
Completely overhauled tm_notif, in fact, it's not even tm_notif anymore tbh lol. Guess I'm just leaving the note here for commit transparency, as we'll be making tm_notif redundant and scaffolding it into the ui-library for better consolidation. However, for now, I just kept it separate as it was easier to work with
+ Added tm_ramps by Portside
Added safety check where if ramp is raised and vehicle is underneath it, ramp cannot be operated
+ Added tm_ramps by Portside
Added same sticky logic behavior for when /moveramp so vehicles follow new location
+ Added tm_ramps by Portside
Added sticky logic for vehicles when ramp moving up and down
+ Added tm_ramps by Portside
Moving ramps now uses our item-move system
+ Added tm_ramps by Portside
Notification pops up for when in the ramp control area
+ Added tm_ramps by Portside
Right-click options now exist for admins for ramps, to delete and to move
+ Added tm_ramps by Portside
/moveramp now exists
+ Added tm_speedo by Portside
Speedo now depletes bar in sync with depletion
+ Added tm_speedo by Portside
Converted speedo to use gallons
+ Added tm_speedo by Portside
Speedo introduces ignition key
+ Added tm_speedo by Portside
Two speedo styles, advanced and basic (WIP)
+ Added tm_speedo by Portside
Speedo now uses a whole bunch of QoL including /edithud to resize the speedo.
+ Added tm_speedo by Portside
Designed an entirely new icon set for vehicle icons
+ Added tm_speedo by Portside
Redesigned the speedo entirely and has a load of QoL features like doors open, seatbelts, tire pressure etc. It has been overhauled so much that it's no longer TM Speedo hardly, so, this will end up being renamed at some point once I start consolidating resources into parent structures.
+ Added tm_veh_fuel by Portside
Ignition states now deplete battery properly
+ Added tm_veh_fuel by Portside
Added admin rightclick options for fuel pumps
/-/ Reworked/Fixed tm_veh_fuel by Portside
Fixed an issue where linking pumps no longer worked after my ped-system overhaul
+ Added tm_veh_fuel by Portside
Added fuel transaction logs to shop sales when a pump is linked to an interior
+ Added ui-library by Portside
UI Lib now de-duptes notifications and resets the notification timer instead of stacking the same notification over again
+ Added ui-library by Portside
UI Library now handles ESC explicitly so that MTA Menu doesn't interfere
+ Added ui-library by Portside
Added compatibility for multiselect and range select modes (ctrl+click and shift+click). Useful for gridlists. However, I've made it so this needs to be enabled manually for each grid selection, as all systems don't support multiselect natively so I'll just enable this where necessary.
+ Added ui-library by Portside
Punctuation now wraps instead of line breaks / new lines
+ Added ui-library by Portside
Baked the notification system into UI Lib. I completely converted all notifications to use our new layout via ui-library, changing any calls from sendBottomNotification to our new system. I still have to individually change all notifications to be tailored for each instance, as the new notification overhaul I done recently allows for serious customization.
// Comment Unknown by Portside
This feature can only be shared with those within UAT for the sake of keeping integrity of the feature anonymous.
+ Added vehicle by Portside
Drivetrain switching notifications are now using UI Lib
+ Added vehicle by Portside
Vehicles now have door chimes when doors are open (when key is in ignition or if vehicle is turned on). Door chimes are changeable via /vehlib or /editveh if a player decides to change a door chime specifically for their vehicle. There are a total of 3 chimes right now, ford, tesla and mercedes. More can be added if players request or if staff can find decent chime sound effect.
+ Added vehicle by Portside
Vehicle engine states 1 & 2 introduced (ignition turned on.
+ Added vehicle by Portside
Vehicles now have switchable drivetrain types. Vehicles can be set to 2WD, 4WD-H and 4WD-L if the vehicle's handling is set for it. This is a really cool feature and is still WIP for traction, speed, fuel consumption etc.
+ Added vehicle stuff by Portside
Converts current gamemode to use AGRP LS hedit and nice to have features. I think I finally fixed the infamous wheel bug too (where wheels became inverted) along with the max acceleration bug
+ Added vehicle systems by Portside
4wd high and 4wd low now have actual benefits when off-roading, pulling and traction power. The trade-offs are slower speeds and larger fuel consumption
+ Added vehicle_manager by Portside
Converted /fuelveh to use gallons
+ Added vehicle_manager by Portside
Added create temp veh directly in /vehlib for convenience
+ Added vehicle_manager by Portside
Converted vehicle manager stuff (editveh, vehlib, checkveh) to UI Library
/-/ Reworked/Fixed vehicle_manager & tm_speedo by Portside
Fixed a bug with speedo caching miles and gear driving for auto
+ Added vehicle_system by Portside
Vehicles now do a lot of conditional checking for vehicle keys which include if a key already is within a vehicle, if the player is in the front seat (can they remove the key) if a player does not have a key, how key handling is processed. Honestly, I done all of this the night before so I can't really remember all of the amendments truly...
+ Added vehicles by Portside
Other small QoL that's not really interesting
+ Added vehicles by Portside
Introduced right-click to ADM: Repair vehicles
+ Added vehicles by Portside
Brought back AGRP LS Destroyed vehicles
+ Added vehicles by Portside
Reintroduces battery discharge for vehicles, some admin commands and car battery charger
+ Added vehicles, tm_veh_fuel, vehicle_manager by Portside
Vehicles can now have their MPG and max gallons set per trim. This can be overridden in /editveh for special vehicles.
+ Added vm_breakin & interior_system by Portside
Interior render text now hides on break-in attempt, and skips first notification as it's not required on attempt.
/-/ Reworked/Fixed vm_chopping by Portside
Switched respawn handling on chopped vehicles for memory timers
+ Added vm_chopping by Portside
Added resource start/restart checks for clean-up on expired timers and respawn the vehicle
+ Added weapon-system by Portside
Fixes an issue where weaponBar wouldn't clear stale states on switching from a character and creating & spawning into a new one
/-/ Reworked/Fixed weapon-system by Portside
Fixes an issue where attached weapons were still showing in certain situations (/freecam, /tv, /supervise, /recon)
+ Added weapon-system by GPT tbh
Faction weapons are now assigned to players, serials are bound to faction + character ID + package. Very nice system, more realistic and easier to maintain for duty weapon control.
+ Added weapon-system by Portside
Converted /wephelp to UI Library
+ Added weapon-system by Portside
Took inspiration from AG LS's /gotoweapon but remade it from scratch and improved it tenfold
+ Added weapon-system by Portside
Added respawn drop weapon logic. Players who respawn with a weapon equipped in their hands will drop that weapon to the world, available for others to pickup. With the exception of the respawned player; they will not be able to regain access to this weapon as per amnesia effect.
- Removed weapon-system by Portside
Removed unnecessary legacy checks now that everything is working as intended along with some checks from AG LS
+ Added weapon-system by Portside
Scaffolded /togattach more or less from scratch to suit our new weapon system. This is a very intuitive system, super performance-friendly and optimized. More so because attached weapons now carry custom textures too. Really nice, really proud of this one.
/-/ Reworked/Fixed weapon-system by Portside
Fixed an issue where 12 and 15rnd mags weren't added for original 1911
+ Added weapon-system by Portside
Added functionality to weapons to be composed with new ped overhaul
+ Added weapon-system by Portside
Weapon Admin amended and functionality added for the new current max durability stuff. Admins can override and restore the weapon's default max durability
+ Added weapon-system by Portside
Weapon System overhaul for durability. Weapons now have default durability (assigned by script like it was before essentially). Weapon durability remains the same but a new flag for current max durability now exists, and this simulates weapon degrading over time, for every repair made. (E.g. Weapon has default durability of 1500, so user has weapon 1500/1500 durability. User shoots weapon and uses it, durability drops to 900/1500. User brings the weapon to a gunsmith to repair durability, every time a gunsmith repairs a weapon, max durability lowers, so when repair is made to the user's gun, it doesn't get repaired to 1500/1500, it gets repaired to 1275/1275. This process continues until eventually the gun is not repairable)
/-/ Reworked/Fixed weapon-system, gunsmith, item-system, ped-system, es-system by Portside
Overhauled all instances of calibre within the script and database because the UK spelling annoys me. So yes, I done a high-risk migration to caliber and potentially broke a lot of shit, sue me