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This repository was archived by the owner on Aug 2, 2026. It is now read-only.

Releases: drpsyko101/MotorTownMods

MotorTownMods v0.11.7

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@motortownrepomanager motortownrepomanager released this 08 Aug 09:56

New (reworked) company endpoints!

  • GET /companies - Now returns company data properly
  • GET /companies/<guid> - Get a specific company data
  • GET /companies/<guid>/vehicles - Get a company vehicle list
  • GET /companies/<guid>/routes/bus - Get a company bus route list
  • GET /companies/<guid>/routes/bus/<guid> - Get a company bus route
  • GET /companies/<guid>/routes/truck - Get a company truck route list
  • GET /companies/<guid>/routes/truck/<guid> - Get a company truck route
  • GET /depots - Get all depots in-game
  • GET /companies/<guid>/depots - Now returns a company depot list
  • GET /companies/<guid>/depots/<guid> - Now returns a company depot
  • POST /players/<id>/money - Because why not
  • POST /vehicles/<id>/fuel - Set vehicle fuel
  • POST /vehicles/<id>/parts/<partId>/damage - Set vehicle part damage

New commands

  • addmoney - Add money to player. May trigger bIsCheater flag in the save game.
  • teleporttodest - Teleport to specified player waypoint.

Support for spawning static mesh

Static mesh now can be spawned using the POST /assets/spawn endpoint! Be careful when spawning a large amount of assets as they have longer draw distance from the normal static mesh, which can cause performance hit.

Minor performance upgrade

C++ object parser now supports larger data type and faster in normal operation mode. The C++ debug log level is now matched with the Lua counterparts.

Bugfixes

  • Fix endpoints wildcard ambiguity
  • Fix return code for some endpoints
  • Fix character and player filter query parameter not returning intended data
  • Fix game crash while trying to add/deduct money from the player
  • Fix asset spawner not using and returning the given tag

MotorTownMods v0.10.2

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@github-actions github-actions released this 05 Aug 08:31

New endpoints!

  • GET /companies/*/depots - List the company-owned depots
  • GET /companies/*/depots/* - List specific company-owned depot
  • GET /delivery - List currently active deliveries
  • GET /delivery/* - List specific active delivery
  • DELETE /players/*/gameplay/effects - Delete active gameplay effect on selected player

New webhooks

  • ServerCreateCompany
  • ServerCloseDownCompany
  • ServerRequestJoinCompany
  • ServerDenyCompanyJoinRequest

Bugfixes

  • Fix GET /companies will return just companies, instead of needing to specify the filter
  • Fix POST /players/<id>/teleport not actually teleport player
  • Fix ServerCargoArrived returning empty cargo list

MotorTownMods v0.9.2

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@github-actions github-actions released this 31 Jul 08:40

New (kinda) endpoints!

  • GET /settings/traffic - Get current AI traffic spawner settings
  • POST /settings/traffic - Formerly at /status/traffic, now handles just AI traffic
  • PATCH /settings - Handles setting the server configuration
  • PATCH /events/<guid> - Formerly POST /events/<guid> for modifying event's name and race setup
  • POST /events/<guid>/players - Add player(s) into an event
  • DELETE /events/<guid>/players - Remove player(s) from an event
  • GET /houses/<guid> - Get specific house based on the given GUID

Breaking changes

  • Most of the hard-coded table conversions have been removed in favour of the new C++ Lua table parser. This should be less prone to human error during parsing and may increase performance in certain scenarios. However, structs are not yet supported.
  • FTransform to JSON output now uses Translation instead of Location as one of its keys.

Bugfixes

  • Fix possible truncate error when passing FGuid as a string.
  • Fix the event's lap amount not updated on creation or during edits
  • Fix event setup not properly set on creation/edit
  • Fix garage spawner giving wrong output and not doing anything
  • Fix #50 by relegating the pinned announcement to any available admin player

MotorTownMods v0.8.9

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@github-actions github-actions released this 19 Jul 05:01

New endpoints!

  • GET /companies - Get the list of currently active companies & corporations
  • GET /characters - Get the list of characters in game, NPC included
  • POST /messages/announce - Post an announcement in-game with optional pinning
  • POST /command - Execute console command on the server
  • POST /players/<uniqueId>/teleport - Teleport a player's pawn to the desired location
  • PATCH /vehicles & PATCH /vehicles/<id> - Modify a vehicle parameter

Enable webhook selectively!

Each webhook can be enabled for improved performance and usage. See the complete list in webhook documentation.

Faster JSON parser

Improved JSON encode/decode speed with the cjson library for up to 10x faster. Will fall back to the legacy parser if the module is absent.

MotorTownMods v0.7.5

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@github-actions github-actions released this 15 Jul 16:11
a42720a

Add options to toggle in-game UI elements

UI toggle commands:

  • toggleminimap - Toggle the mini map visibility
  • togglequest - Toggle the quest list visibility
  • toggledrivinghud - Toggle the entire vehicle HUD visibility including the control helper
  • togglecontrolhelper - Toggle the control helper visibility
  • togglehotbar - Toggle the hotbar visibility
  • toggleplayerlist - Toggle the player list visibility
  • sethotbarposition <position> - Set the hotbar position on-screen. Options are default and center.

These commands are persistent and will be restored on every time you join a game.

New moderation tool - popup message!

You can now send messages that pops up on specific player(s) screen or to everyone with POST /messages/popup.

Bugfixes & optimization

  • Fix #39 due to malformed userdata while getting the vehicle list
  • Fix README MOD_SERVER_PORT not updated with the config
  • Build file size is now smaller
  • shared.zip build step will be skipped if previous workflow ran successfully, saving build time
  • Player controller can now be correctly identified with unique net ID
  • More robust stack trace error logging
  • Documentations are now segregated for easier maintenance and readability
  • Webserver is now a singleton object and won't be duplicated

MotorTownMods v0.6.6

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@github-actions github-actions released this 08 Jul 07:13
d5a5b3f

Refactor webhook execution and flow

Major changes

  • Webhook call has drastically improved over v0.5, which no longer causes hitches whenever MOD_WEBHOOK_URL is set. It also runs on a separate thread, further improving responsiveness.
  • More robust module loading and error handling. The new modules included with this release have reportedly been faster than previously static libraries.
  • Improved webserver throughput. The updated modules no longer have the 40-byte restriction.
  • Fix #3 by adding webhook HTTPS endpoint support.

Breaking changes

  • Those who still use the old modules may have to enable MOD_SERVER_SEND_PARTIAL to continue using the webserver.
  • Webhook request is now using webclient.CreateEventWebhook, deprecating webclient.CreateWebhookRequest

MotorTownMods v0.5.14

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@github-actions github-actions released this 30 Jun 05:23
6a2463c

New REST API endpoints

  • POST /dealers/spawn - Spawn a vehicle dealer spawn point
  • POST /houses/spawn - Spawn a house plot for sale
  • GET /garages - Get all garage instances in-game.
  • POST /garage/spawn - Spawn a garage instance at given location.

Both assets spawned using the endpoints above can be despawned with POST /assets/despawn using the returned tag/GUID.

New webhook events

  • Player joined an event
  • Player left an event

Code improvements

  • Reuse the now synchronous SpawnActor method throughout all codebase from #17

Breaking changes

All keybindings and console commands under asset, property and vehicle managers now require the socket module to be installed to use. This allows the asset spawner to be executed synchronously, providing a consistent response to the REST API endpoint.

MotorTownMods v0.4.5

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@github-actions github-actions released this 26 Jun 09:55
a31fe2f

Merge pull request #14 from drpsyko101/fix-cicd-package-script

Fix pwsh non-existent directory