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get ox_inventory updates #3
base: feat/redm
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Commits on May 9, 2024
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fix(server/inventory): clean-up random loot generation
Remove recursion and safeguard against potential infinite recursion. May resolve #1645 (no full repro provided).
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feat(client): add convar inventory:disableweapons
As the weapon wheel export is too complex for the minds of "standalone vmenu nd_core" rp servers - here's the solution. Includes some other tweaks like disabling hotkeys without needing to struggle with setting a statebag. Resolves #1643.
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feat: convars inventory:dropslots and inventory:dropweight
Defaults to the player values.
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Commits on May 12, 2024
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refactor(client): client.openInventory formatting tweaks
Additionally adds a possible third response from the callback event, for handling server-side notifications.
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Commits on May 13, 2024
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Commits on May 20, 2024
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fix(client): check if current license point is showing textui
If for whatever reason you decide to put your license points really really really close together, it can get a bit weird.
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refactor(client): display text prompt on markers
Text prompts for evidence, stashes, shops, crafting. Resolves #1700.
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refactor(client): don't disable firing while inv is "busy"
This probably should have been changed eons ago.
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Commits on May 24, 2024
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Commits on May 25, 2024
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fix(client): respect weapon clip size in vehicles
I don't know why GTA5's weapon/ammo natives are so dogshit. Resolves #1712.
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refactor(client): more specific info when player inventory is not loaded
People keep attributing this to the target inventory not being loaded, e.g. stash is not registered.
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Commits on Jun 3, 2024
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refactor(qb): export handler tweak
It's been 2 years since I first asked people to add more of these. /sigh
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Commits on Jun 4, 2024
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Commits on Jun 7, 2024
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Commits on Jun 19, 2024
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refactor(server): change item count checks to Inventory.GetItemCount
This does technically prevent some errors where count may have been nil before (i.e. invalid items).
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feat(server/qb): partial qb-inventory exports
No, I didn't bother testing. No, I won't be doing any testing. I focused on some of the more "important" exports while ignoring some of the most horribly implemented ones.
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Commits on Jun 27, 2024
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Commits on Jul 12, 2024
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fix(client): early-return during 'giveItem' if using an item
Should resolve #1747.
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refactor(client): set weapon timer based on time between shots
May improve ammo sync for some weapons.
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refactor(client): disable firing when weapon timer is nil
The timer is removed when disarming the player.
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Commits on Jul 19, 2024
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Commits on Aug 3, 2024
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Commits on Aug 5, 2024
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Commits on Aug 14, 2024
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Commits on Aug 16, 2024
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Commits on Aug 17, 2024
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Commits on Aug 30, 2024
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Commits on Aug 31, 2024
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Commits on Sep 1, 2024
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refactor(client): tweak inventory access distance checking
Lazy workaround for #1766.
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refactor(client): print when weapon is disarmed by game
Since we've have a billion issues posted complaining about default game behaviour.
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Commits on Sep 12, 2024
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Commits on Sep 13, 2024
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fix(server/crafting): don't start crafting when item is missing
Generally crafting cannot be triggered by the UI if missing items, however this fails when trying to craft multiple times. Without this, the item count is only checked after finishing the progress bar. Aside from poor UX, it may also fail to remove items from the inventory if they are given during the crafting process. Fixes #1800.
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Commits on Sep 14, 2024
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Commits on Sep 15, 2024
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fix(server/crafting): update weight and sync slot when splitting stack (
#1802) Co-authored-by: Linden <[email protected]>
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Commits on Sep 27, 2024
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fix(server): prevent cascading errors on resource start
Prevent some errors caused by other errors (which people always ignore).
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