Releases: drpsyko101/MotorTownMods
Release list
MotorTownMods v0.11.7
New (reworked) company endpoints!
GET /companies- Now returns company data properlyGET /companies/<guid>- Get a specific company dataGET /companies/<guid>/vehicles- Get a company vehicle listGET /companies/<guid>/routes/bus- Get a company bus route listGET /companies/<guid>/routes/bus/<guid>- Get a company bus routeGET /companies/<guid>/routes/truck- Get a company truck route listGET /companies/<guid>/routes/truck/<guid>- Get a company truck routeGET /depots- Get all depots in-gameGET /companies/<guid>/depots- Now returns a company depot listGET /companies/<guid>/depots/<guid>- Now returns a company depotPOST /players/<id>/money- Because why notPOST /vehicles/<id>/fuel- Set vehicle fuelPOST /vehicles/<id>/parts/<partId>/damage- Set vehicle part damage
New commands
addmoney- Add money to player. May triggerbIsCheaterflag 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
New endpoints!
GET /companies/*/depots- List the company-owned depotsGET /companies/*/depots/*- List specific company-owned depotGET /delivery- List currently active deliveriesGET /delivery/*- List specific active deliveryDELETE /players/*/gameplay/effects- Delete active gameplay effect on selected player
New webhooks
ServerCreateCompanyServerCloseDownCompanyServerRequestJoinCompanyServerDenyCompanyJoinRequest
Bugfixes
- Fix
GET /companieswill return just companies, instead of needing to specify the filter - Fix
POST /players/<id>/teleportnot actually teleport player - Fix
ServerCargoArrivedreturning empty cargo list
MotorTownMods v0.9.2
New (kinda) endpoints!
GET /settings/traffic- Get current AI traffic spawner settingsPOST /settings/traffic- Formerly at/status/traffic, now handles just AI trafficPATCH /settings- Handles setting the server configurationPATCH /events/<guid>- FormerlyPOST /events/<guid>for modifying event's name and race setupPOST /events/<guid>/players- Add player(s) into an eventDELETE /events/<guid>/players- Remove player(s) from an eventGET /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.
FTransformto JSON output now usesTranslationinstead ofLocationas one of its keys.
Bugfixes
- Fix possible truncate error when passing
FGuidas 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
New endpoints!
GET /companies- Get the list of currently active companies & corporationsGET /characters- Get the list of characters in game, NPC includedPOST /messages/announce- Post an announcement in-game with optional pinningPOST /command- Execute console command on the serverPOST /players/<uniqueId>/teleport- Teleport a player's pawn to the desired locationPATCH /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
Add options to toggle in-game UI elements
UI toggle commands:
toggleminimap- Toggle the mini map visibilitytogglequest- Toggle the quest list visibilitytoggledrivinghud- Toggle the entire vehicle HUD visibility including the control helpertogglecontrolhelper- Toggle the control helper visibilitytogglehotbar- Toggle the hotbar visibilitytoggleplayerlist- Toggle the player list visibilitysethotbarposition <position>- Set the hotbar position on-screen. Options aredefaultandcenter.
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
userdatawhile getting the vehicle list - Fix README
MOD_SERVER_PORTnot updated with the config - Build file size is now smaller
shared.zipbuild 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
Refactor webhook execution and flow
Major changes
- Webhook call has drastically improved over
v0.5, which no longer causes hitches wheneverMOD_WEBHOOK_URLis 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_PARTIALto continue using the webserver. - Webhook request is now using
webclient.CreateEventWebhook, deprecatingwebclient.CreateWebhookRequest
MotorTownMods v0.5.14
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
SpawnActormethod 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
Merge pull request #14 from drpsyko101/fix-cicd-package-script
Fix pwsh non-existent directory