Reworked `frameworkCache.lua` to the new layout
Fix possibility of invisible props/ peds/vehicles on spawn
Start adding very basic and unfinished support for RedM VorpCore
This removes redundant inventory files and compiles all of the functions into one
This allows easier editing and control per inventory and hopefully better optimization, readability and easier addition of support for new inventories
People were reporting issues with scripts claiming items didn't exist, I believe this was due to their servers having slot starts (eg. alot of clothes or vehicles being loaded)
I've rewritten it to fully delay loading until everything is correctly cached and let the scripts continue. Also hopefully reducing memory footprint for it too.
---
Also slipped in an `experimental` function that grabs inventory config files to check their set InventoryWeight and InventorySlots to automatically apply it for other functions
---
Moves Auth Token stuff to separate file because it doesn't really need to be in `itemcontrol.lua`
Helps me keep track of it better too
Also added a "cooldown" to workaround people's multicharacter scripts claiming the players loaded more than once and breaking it
I forgot that it needed to check the client side too for the change, but I set it to check for a server only export
got lucky and realised `HasItem` is an export on both client and server
I had to add a checker for if old qbinv was being used or new qbinv
This was made into a variable, but this update makes the script auto set it if it can't find an export. Automating the process
I kept getting people asking how to remove prints because it "was filling up their f8 menu and looked like errors"
So I've made the "success" coreloader prints to be debugmode only.
This is still not in use for now, but it WILL be used in the future
I'm getting too many support tickets about the "Failed to load" warning in console about files they don't have/need
(if you don't run `ox_core` don't worry about `ox_core` not loading)
This system is intended to load it through the script instead of `fxmanifest.lua`
It is intended to check if the user has the required script and also warn them if it's not started (load order issue), or just load it as if it were told to in the fxmanifest
Not having the server convars added to the server.cfg was causing issues for some users
it should have worked, but this forces things to gta if you don't have any values set for them anywhere
I've added fallbacks to "gta" settings to hopefully stop fivem errors
Currently if you still have the old qb-inventory or a css edit it would require you to manually edit the starter.lua
```lua
QBInvNew = true
```
I'm testing a change to grab the version and return true of false if its above `2.0.0` (200)
```lua
local qbInvVer = GetResourceMetadata(Exports.QBInv, 'version', nil):gsub("%.", "")
QBInvNew = tonumber(qbInvVer) >= 200
```
If this causes issue's I'll revert this