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[
{
"version": "3.3.0",
"changelogs": [
"- Added support for the Context Menu and the Menu from msk_core. Both menu dropdowns got the new options msk_context (mouse driven) and msk_menu (keyboard driven, you can keep moving while it is open). Needs msk_core v3.0.0 or newer.",
"- The keys menu now defaults to msk_menu and the locksmith to msk_context. nui, ox_context and ox_menu stay available and can be switched from the dashboard Settings tab.",
"- Fixed Hungarian missing from the dashboard language dropdown. The dropdown is now built from the languages that exist in translation.lua, so every translated language shows up on its own.",
"- The server also only accepted de and en when saving the language, so any other language was dropped on save. It now accepts any language translation.lua provides."
]
},
{
"version": "3.2.0",
"changelogs": [
"- The /keyMenu and the locksmith menu now run on their own NUI in the MSK style instead of ox_context or ox_menu. Same flow as before (key categories, then your vehicles, then the actions), just as its own interface.",
"- nui is the new default for both menus. ox_context and ox_menu stay available as a fallback and can be switched from the dashboard Settings tab."
]
},
{
"version": "3.1.1",
"changelogs": [
"- Fixed key hand-outs being broken since 3.0 for garage and shop integrations, where taking your own car out would say the vehicle is not yours and give no key. A key saved in the database but missing from your inventory is now handed back too.",
"- Temporary keys can now be added from the client for any vehicle, primary and secondary keys still need ownership, and the server export exports.msk_vehiclekeys:AddKey can always hand out keys."
]
},
{
"version": "3.1.0",
"changelogs": [
"- Added luxu_admin support for the admin dashboard. When luxu_admin is running, a player's staff group is picked up automatically, so your luxu staff can open the dashboard without setting up FiveM ace permissions.",
"- You can require staff to be on duty and map luxu group names to your dashboard groups in config/static.lua."
]
},
{
"version": "3.0.0",
"changelogs": [
"- Added an in-game admin dashboard (/advehiclekeys) to manage keys, plates, locksmiths, the access lists and settings, with a permission system so your team only sees what you allow.",
"- Settings live in the database now and are managed from the dashboard. The config gets imported once on the first start.",
"- Split config.lua into config/settings.lua and config/static.lua. Vehicle models in the lists can be spawn names like 'police' now, old hashes still work.",
"- Added a force refresh (gives back every missing key item) and an option to make the vehicle owner carry the key item too.",
"- Fixed a few key exploits. Handing out keys, exchanging locks and transferring a car now check that you own the vehicle and stand next to the other player.",
"- Heads up: config.lua is replaced by the config folder, so check your config after updating."
]
},
{
"version": "2.0.0",
"changelogs": [
"- Storage: JSON file → MariaDB (msk_vehiclekeys_keys) with in-memory cache + write-through; schema creation & JSON import run automatically on first start",
"- New modules: storage.lua, inventory.lua, utils.lua — clean separation instead of a monolith; explicit load order in fxmanifest.lua",
"- Inventory: unified interface, now only ox_inventory + jaksam_inventory (dropped: core_inventory, qs-inventory)",
"- Key transfer: seller-availability & distance checks (new translations transfer_seller_unavailable, transfer_too_far)",
"- Fixes: playerCoords nil crash, GetClosestEntityWithPlate nil guard, cooldown memory leak",
"- Removed: encrypted.lua, ox_inventory.lua, vehiclekeys.json",
"- Breaking: v1 → v2, JSON storage & part of the inventory support are gone"
]
},
{
"version": "1.4.0",
"changelogs": [
"- Fixed an issue with 'lockVehiclesFromNPCs' enabled: unowned vehicles will no longer be locked if a player has / had control of it"
]
},
{
"version": "1.3.9",
"changelogs": [
"- Fixed that the server/encrypted.lua won't load after the update to 1.3.8",
"- Some Bugfixes and code improvements"
]
},
{
"version": "1.3.8",
"changelogs": [
"Added validation of vehicle keys before saving — prevents `null` or invalid entries from being written to `vehiclekeys.json`",
"Added automatic backup file (`vehiclekeys_backup.json`) — created before every save and used as fallback if the main file gets corrupted",
"Added safe load on resource start with `pcall` — tries `vehiclekeys.json`, then backup, then empty table",
"Improved `AddKey` function to abort cleanly with a logged error instead of leaving partial entries in memory"
]
},
{
"version": "1.3.7",
"changelogs": [
"- Added new function/export 'ChangeNumberPlate' to change the number plate on the key item.",
"- Added Support for Jaksam Inventory",
"- Some Bugfixes and code improvements"
]
},
{
"version": "1.3.6",
"changelogs": [
"- Fixed a problem with the (exchange vehicle locks) feature.",
"- Added model validations.",
"- Changed files (client/main.lua, server/functions.lua, client/menu.lua)"
]
},
{
"version": "1.3.5",
"changelogs": [
"- Fixed a problem with the export (toggleLock), keep in mind that the docs also has been changed for the (toggleLock) export.",
"- Changed files (client/main.lua)"
]
},
{
"version": "1.3.4",
"changelogs": [
"- Fixed locksmith menu won't open if 'target_system' is set to 'false' ",
"- Changed files (client/main.lua) "
]
},
{
"version": "1.3.3",
"changelogs": [
"- Fixed Whitelisted vehicles on clientside",
"- Fixed closest vehicle Notification on serverside"
]
},
{
"version": "1.3.2",
"changelogs": [
"- Fixed the contract item",
"- Some code improvements and removing of unnecessary code"
]
},
{
"version": "1.3.1",
"changelogs": [
"- Fixed something with Lock NPC Vehicles"
]
},
{
"version": "1.3.0",
"changelogs": [
"- Fixed a Bug where sometimes the script writes 'null' into the 'vehiclekeys.json'",
"- Finally fixed a Bug where you can't (un)lock a vehicle",
"- Removed `openKeyRing` function/export",
"- Changed Stash based Keyring System to OX Item Property based Keyring -> (Look at the installation documentation!)"
]
},
{
"version": "1.2.2",
"changelogs": [
"- Fixed a bug where you can't (un)lock a vehicle with ox_target",
"- Added 'toggleLockAdmin' function/export for clientside"
]
},
{
"version": "1.2.1",
"changelogs": [
"- Fixed a bug where you can't (un)lock a vehicle"
]
},
{
"version": "1.2.0",
"changelogs": [
"- Added Keyring System for ox_inventory",
"- Added 'Select Seat' for ox_target",
"- Added 'Config.AdminVehicles' -> Admins can use the Hotkey to (un)lock those vehicles",
"- Added new Translations in translation.lua",
"- Major changes on some functions/exports -> please read the documentation again and change the exports in your scripts",
"- Changes for better debug/error understanding",
"- Moved ox_inventory stuff from server/main.lua to server/ox_inventory.lua"
]
},
{
"version": "1.1.0",
"changelogs": [
"- Added 'Config.VehicleTarget' to (Un)lock a vehicle with a Target System",
"- Added Probability for 'lockVehiclesFromNPCs' whether a vehicle is open",
"- Fixed Function 'HasPlayerKeyOrIsVehicleOwner'"
]
},
{
"version": "1.0.4",
"changelogs": [
"- Added 'Config.OnRefreshKeys'",
"- Added 'Config.GivePrimaryKey'",
"- Other, not significant, changes"
]
},
{
"version": "1.0.3",
"changelogs": [
"- Fixed that vehicles that are not owned by someone but the player has a key are always closed if 'lockVehiclesFromNPCs = true'"
]
},
{
"version": "1.0.2",
"changelogs": [
"- Hopefully fixed a bug where sometimes on PlayerLoaded the script inserts 'null' to 'vehiclekeys.json' that causes errors"
]
},
{
"version": "1.0.1",
"changelogs": [
"- Added new Translations",
"- Added that you get missing secondary keys on 'refreshKeys' Command",
"- Fixed a Bug for 'msk_enginetoggle' - (Vehicle Lockpick/Hotwire)",
"- Fixed a Bug with 'ox_inventory' and giving the key item so someone else"
]
},
{
"version": "1.0.0",
"changelogs": [
"- Release Version"
]
}
]