This is a continuation from an earlier commit
- If something is attempted to be opened without correctly registered coordinates, (most likely being called outside the script), refuse it
- If the player isn't close enough to the registered coords, refuse it
Basically, built-in distance based exploit protection for shops/stashes/sellShops
Add a cooldown to workaround certain multicharacter scripts triggering events like `QBCore:Client:OnPlayerLoaded` more than once and duplicating targets when a player connected
Tidy up `createTempCam()`
Add `loadLocation()` and `clearLoadLocation()` functions
Add `renderTime` variable for `stopTempCam()`
Add wrapper functions for each one (for my own sanity):
`createCam()` = `createTempCam()`
`startCam()` = `startTempCam()`
`stopTempCam()` = `stopTempCam()`
- Allows filters to be applied to custom cameras when running `startTempCam()`
- Automatically interpolates between cameras created in the same script
- Toggle to attempt to render the location if camera is far away from the ped
- Clears all created cameras when `stopTempCam()` is run
Automate release zips and make them generate the folder name correctly
This helps users download a correctly named script so they dont end up with a script with a version number in the title
Now properly tracks scripts that added a new target, if that is restarted it created ones properly
If an overriding target is sent, use that and remove old one
Instead of rendering segments and trying to work out how much they should fill, add simple lines to segment it instead, this should make it run a bit smoother as there is way less going on
This stops them instantly returning `false` and actually waits for the results
This fixes issues with players being unable to complete tasks determined by progressbars eg. installing items on a vehicle and it fails instantly
This new `fxmanifest.lua` variable (when true) will stop checking for script updates
People REALLY dont like being told when somethings fixed.
This will stop the update notifications for both `jim_bridge` and the script that loads it.
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
These currently work as intended, but can't put in place yet because my scripts don't fully support it yet. But the base is there for it
Also slip in `bannedItems` table so players can't the abuse sell items function to spawn cash