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Changelog

Every release, in full

Including what broke. A release that requires action on an existing server says so at the top of its entry.

Released versions

  1. 0.3.0-alpha

    Makes the cost of a failed street deal a server decision, and tightens buyer verification now that it can be relied on.

    Security

    • Sales that cannot be matched to a verified buyer entity are rejected rather than accepted as unverified. Servers that see legitimate failures can restore the previous behaviour with a single configuration change.

    Added

    • A configuration option decides whether a robbery takes the product being offered. It defaults to the previous behaviour, where the seller keeps their stock and the hostile buyer is the penalty.
    • An economy settings row written by an earlier version is backfilled on load with any option added since, so new settings arrive at their documented default and appear in the administration console instead of staying invisible. Values already set by an administrator are never overwritten.

    Changed

    • Buyer verification is now required by default. Street buyers are created as networked entities, and across every street and vehicle sale recorded during testing the buyer resolved server-side without a single unverified result, so rejecting what cannot be resolved costs nothing in practice.
    • The support matrix records ESX Legacy with ox_inventory as tested end to end. The evidence was a quality round trip: a craft rolled a value, and the sale that followed read the same value back out of the inventory.

    Migrations

    • None required. The settings backfill runs automatically and leaves existing values untouched.

    Known issues

    • Not yet proven at high concurrent player counts.
  2. 0.2.0-alpha

    Replaces buying ingredients with gathering them, and replaces hunting for a pedestrian with summoning a buyer.

    Breaking changes

    • Ingredients are gathered rather than purchased. Supplier stock lists from 0.1.0 that sold ingredients no longer reflect how the loop works.

    Security

    • Security flags decay over time, so a long legitimate session can no longer accumulate its way to a kick.
    • A remote handler that returns nothing is reported to the client as a failure rather than as an empty success.

    Added

    • World harvest zones. Ingredients are gathered from locations in the world instead of bought, with a configurable radius, duration and yield range, live administrative editing, and a circle drawn on the ground from the same radius the server validates against.
    • Harvesting uses the same two-phase token flow as crafting: the server issues the token and rejects a completion that arrives too early, past the token lifetime, or from outside the zone.
    • Summoned street buyers who walk to the seller, react to the outcome of the deal, and are cleaned up when the resource stops.

    Changed

    • ESX shows a real progress bar. Previously it always fell back to a plain timer, so crafting and harvesting ran with no on-screen progress at all.
    • Players stay free to move while harvesting, and walking out of the zone cancels immediately rather than running down a timer the server would reject.

    Fixed

    • Item weights for the native ESX inventory were on the wrong scale, which made the resource unusable there: nothing could be bought, harvested or crafted, and every action failed with an out-of-space error.
    • Coordinates no longer break when stored or sent to the interface. Positions are normalised before they reach the database, where FiveM vector types do not survive a round trip through JSON.
    • Supplier purchases, crafting and deletion work again. The interface used browser dialogs, which the game's embedded browser never renders, so those buttons did nothing.
    • Heat decay is computed in the database rather than by comparing a timestamp string against local time, which drifted whenever the database and game server disagreed about the time zone.

    Migrations

    • A new table is created automatically on first start for harvest zones.

    Known issues

    • The native ESX inventory cannot store per-item quality, so the quality price curve is inactive there.
  3. 0.1.0-alpha

    First alpha.

    Added

    • Server-authoritative drug economy, multi-ingredient crafting, quality-aware products, supplier pedestrians, street, vehicle and bulk selling, progression and ranks, leaderboards, heat, police alerts, the in-game phone, and the live administration console for QBCore and ESX Legacy.