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This repository has been archived by the owner on Nov 15, 2022. It is now read-only.

Releases: LukeWasTakenn/luke_garages

2.4.3

15 Feb 11:10
673a7ee
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Fixes

  • Potentially fixed an issue where vehicle props wouldn't be setting correctly

Notes

This issue seems to have been caused by not waiting when creating an entity on the server before getting it's owner, resulting in the owner always being -1 and the client event triggering on all clients.

If you experienced this issue before and don't or do still experience it please leave me feedback so that I can confirm it was or wasn't resolved.

2.4.2

18 Jan 20:55
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Features

  • You can now define a label for an impound lot
  • You can now define blip settings such as color, sprite and scale for garages and impounds

Fixes

  • Fixed an issue where you would see other players' vehicles in a garage
  • Fixed an issue where you couldn't store a vehicle with civ job in normal garages
  • Added a missing string to the locales

2.4.1

11 Jan 19:30
51f70e3
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Fixes

  • Fixed spawns typo in one of the garages by @boostless in #32
  • Fixed incorrect SQL syntax in .sql file by @badfantomass in #38
  • Vehicles now deleting server side by @boostless in #36
  • Fixed an issue where job garages would display blips regardless of your job

Refactoring

  • Now using vector4 values instead of tables in the config file (tables still backwards compatible)

Notes

Though I made tables backwards compatible they are deprecated and I probably won't be supporting them for much longer.

2.4.0

07 Jan 19:54
3522ea6
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Features

  • Job garages - Create garages with a specified job that will limit the usage of the garage to only that job, will also only fetch vehicles that have the same job as the garage and job vehicles can only be stored in the garages that matches their job.
  • Allow different ped models per garage/impound

Chores

  • Removed a bunch of whitespace from the config.lua file

2.3.3

03 Jan 12:52
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Fixes

  • Fixed a possible cheating exploit where a player could change their vehicle model and save it

Refactoring

  • Now utilizing fxmanifest constrains for game build and onesync
  • Removed error messages from locales

2.3.2

22 Dec 19:20
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Fixes

  • Fixed a major issue where vehicle props wouldn't be applying if Config.ServerSpawn was set to true
  • Fixed an issue where you could take a vehicle out of impound if you parked it far away

Refactoring

  • Changed impound checking to be server side
  • Removed Config.ServerSpawn, spawning on server is now the only option
  • Removed requesting and loading vehicle models

2.3.1

19 Dec 16:10
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Fixes

  • Display garage label instead of zone name when using split garages

Misc

  • Change resource and repository name to luke_garages

2.3.0

05 Dec 15:27
de01882
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Features

  • Improved vehicle damage saving - Visual damage should now be about the same as the state you stored your vehicle in.
  • Added locales - English and Serbian for now, PRs for locales are more than welcome.

Refactoring

  • Simplified garages and impounds in the config file
  • Split garages now use and store the zone name instead of garage label
  • Removed unnecessary and unused variables

2.2.0

13 Nov 13:48
c77b59a
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Features

  • Added a config option to split garages - You can only get your car out of the garage you put it into
  • Added a config option to restore all the stored vehicles on resource startup

Notes

If you're updating make sure to import the update.sql file in your database.

Needs a lot of refactoring but the split garages should work fine.
If you run into any issues open a new Issue in the Issues tab.

2.1.6

21 Oct 21:58
84392ec
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Improvements

  • The server will now throw an error when you're running an incompatible game build
  • Expanded the readme explaining how to set the game build