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concept_bridge v1.1.0
Removed
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Remove the built-in
Dialoguemodule, its NPC dialogue UI and the unused clipboard
listener. Scripts usingDialogue(),Bridge().Dialogue,Dialogue.Openor
Dialogue.Closemust use a separate dialogue resource. Bridge no longer ships a
web app or requires frontend dependencies/builds for installation or releases. -
Remove the unused entity-action extension, which depended on a missing action engine.
Changed
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Clients download only client and shared code; server modules are no longer sent to them.
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Lower client cost: QBCore, Qbox and ESX player data is cached and follows the framework's
update events, public calls no longer ask the game for the provider state each time, and
targetcanInteractchecks are freed with their entity or zone.
Fixed
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Target
canInteractresults are cached per option and per target entity, so looking from one
player to another within a second no longer shows the first player's options. -
ox_core:
LocalPlayer.state.isLoggedInandGetIsPlayerLoadedfollow the loaded character
instead of always reporting a loaded player, including on the character select screen. -
QBCore and Qbox: client getters return nil or an empty value before a character is loaded
instead of erroring, and QBCoreGetPlayerDobreads the birth date from the player data. -
ox_core: account balances requested at the same time (for example cash and bank) are all
answered; the request limit still applies. -
oxmysqlis listed as a dependency; the bridge loads its MySQL library on the server. -
Target zones: a stopping resource removes only its own zones. Zones of other resources stay
tracked and removable (ox_target forgot all of them on any stop, which left ghost options and
duplicate zones after a restart), and a restarted target system no longer receives stale zone ids. -
sleepless_interact zones: box and sphere zones are added as coords points the way the
provider expects (box zones were never registered, sphere zones called a missing export) and
each zone removes only its own options at a shared position. -
Clear ESX needs caches across character changes and status-resource restarts,
and discard delayed status results from previous sessions. -
Validate sensitive client requests, authorize dispatch relays on the server, and
reject stale identity/provider results and client assertions of inventory-less item use.
Keep server configuration out of the client download. -
Select only running providers, resolve conflicts consistently, and refresh adapters
when providers start, stop or restart. Consumers that cache provider state must
handleBridge:Refreshto update their own caches. -
Preserve server shell permission hooks and configured buckets; validate client
entry and exit points and restore the original player bucket on exit or cleanup. -
Restore the previous shell entrance when switching directly between shells.
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Keep clients synchronized when bulk shell creation fails after earlier entries succeed,
and return an explicit success result for completed batches. -
Reject bucket 0 as a shell destination while preserving return to a player's
original world bucket on exit. -
Reject repeated shell entry when the recorded visit or current routing bucket
no longer matches, preserving explicit server recovery after another resource moves a player.