1.1.0
07/27/2024
Added
Support for ESX Legacy.
Toggle clothing (ox_lib -> radial).
Ace Permissions.
Possibility to disable individual blips.
Possibility to revert component/prop to last known index (NUI).
Roll to the first/last index in clothes category (NUI).
Changed
The script only supports ox scripts. (Why?)
Converted hash of tattoos from string to int. (Why?)
Parental heredity combined (more face combinations).
The category with clothes is now divided into components and props and more user-friendly (NUI).
Changed database structure to playerskins and player_outfits (easier implementation for multichars).
Changed nf-room-outfits to workoutfits.
Fixed
The refresh_skin command now reloads the current skin (it previously loaded the skin from the database).
The problem of gray hair solved.
I'm sure there was something else, but I don't remember.
Removed
Support for qb-target removed.
Support for configs from other skinchangers removed.
Removed config for job/gang clothing (only work with DB). (Why?)
Why have there been such drastic changes?
The main reason why my script only supports ox scripts is the code that, unlike qbcore, receives updates.... But if you want to replace ox_target with something else then the code is available.
Why ox_target.
From the desire to further develop the script, I do not want to focus on other old solutions, where with further plans will slow down my work.
Why is there no longer a config for job/gang clothes.
Due to the fact that there is a database responsible for storing clothes, where is the point of keeping a static configuration?
Why is the tattoo configuration file being changed again...
The reason is simple, the gta code is illogical and I wanted the code with tattoos to work correctly I had to do it this way, i.e., replacing uint with int, for example GetPedDecorations gets the correct data from the script, so now the data takes up less in the database (much less than before)
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