Oxide Dealerships changelog

Every released version of Oxide Dealerships, newest first. Read the notes for each version between yours and the latest before you update.

v1.1.0

MinorLatest

Added

  • Works with Oxide HUD (free). Players can move the test-drive timer or switch it off in /hud, with a sample in the HUD editor, and it hides with the HUD. The HUD also hides during the catalog preview scene and while an admin draws a lot zone. Needs o-link 1.12.1 or newer; without Oxide HUD nothing changes.
  • Config.UseHudAccent (shared/config.lua, default on): the test-drive timer uses the Oxide HUD accent instead of amber. The red last ten seconds don't change.

Fixed

  • A refused payment no longer pays the buyer. When a vehicle payment was refused, the buyer was paid the price as a refund for money that was never taken. The purchase now just stops.
  • Failed refunds are flagged. A refund or trade-in payout that can't be paid is logged with the player and amount, and every admin online is alerted to pay it by hand.

v1.0.5

Patch

Fixed

  • Missed-payment invoices reach the bank. When a financed vehicle loan defaults, the missed-payment invoice is now created in oxide-banking and can be paid. Collected payments go into a dealership business account, which is created automatically.
  • No emails without a phone. On servers without a phone resource, the dealership no longer tries to send emails, so the console no longer shows o-link fallback warnings.

v1.0.4

Patch

Fixed

  • Test drive and purchased vehicles appear reliably. Both are now created by the server directly into the buyer's world instead of being spawned by their game client, closing the gap where a car could be paid for or a test drive announced with no vehicle ever showing up.
  • Test drive cars can no longer be left behind. The server now removes the test drive vehicle on every ending — timer expiry, manual end, resource restart, or the driver disconnecting — instead of relying on the driver's game to clean it up.
  • You're told when delivery fails. If a bought car can't be placed on the lot you now get "Your vehicle couldn't be delivered to the lot — pull it from your garage", and a test drive that can't start says so instead of showing a misleading "test drives are disabled" message. A failed delivery never costs you the car — the purchase is already yours.

Documentation

  • docs/CONFIGURATION.md: Config.Debug draws the dealership lot-zone outlines in-game; it does not add server console output.
  • docs/TROUBLESHOOTING.md: corrected the note about upgrade SQL files — sql/install.sql is the complete schema and there are no separate migration files.

v1.0.3

Patch

Fixed

  • Test drive vehicles now spawn reliably. On some servers a test drive would announce it started but no car would appear — sometimes even showing a "test drives are disabled here" message while they were switched on. The test drive car now spawns dependably and puts the player behind the wheel.
  • Purchased vehicles spawn more dependably. Cars bought from a dealership now appear reliably across different server setups; on some configurations a purchase could go through without the vehicle spawning in.

v1.0.2

Patch

Fixed

  • Turning off test drives now actually disables them. Setting a shop's test drives to "off" (from the admin dashboard or the /dealership testdrive <shopId> off command) previously left them switched on if they were already enabled. The off setting now takes effect and the greeter hides the Test Drive button as expected.

v1.0.1

Patch

Fixed

  • Greeter appearance now saves when you move it. Picking a new greeter character or idle animation in the admin dashboard and then repositioning the greeter now applies your choice in the same step.
  • Corrected the "Used Car Dealer" greeter option. This appearance choice pointed at an invalid character; it now shows the right one.

v1.0.0

Major

Added

  • NPC and player-owned dealerships. Four NPC dealerships (cars, boats, aircraft, trucks) are ready on install, and players can buy and run for-sale lots themselves.
  • 3D browsing catalog. Customers browse the lineup at the greeter, rotate each vehicle in a cinematic preview, and try preset paint colors before buying.
  • Test drives. Players take a vehicle for a timed spin and it returns automatically when the timer ends or they step out.
  • Flexible payment methods. Buy with cash, bank, or any custom currency a lot chooses to accept, including inventory items such as a VIP token.
  • In-house financing. Put money down and pay off the rest over time, with payments pulled automatically from the bank, missed-payment tracking, and repossession after repeated misses.
  • My Contracts panel. /myloans lets players see active loans, make a payment, or pay one off in full.
  • Vehicle trade-ins. Customers hand over a vehicle for instant value, taken as cash or applied toward a new purchase.
  • Used inventory. Repossessed and traded vehicles re-list on the used lot keeping their real plate.
  • Management tablet. Owners and staff open a windowed dashboard (/managedealership) at the lot to run the business in-game.
  • Stock and pricing. Owners list models, order stock at wholesale, and set their own retail prices.
  • Employees and commission. Owners hire managers and salespeople who earn a commission cut on sales they close while on the lot.
  • In-person contract sales. A salesperson picks a vehicle and a nearby customer, sets the terms, and sends a contract the buyer signs.
  • Promo codes. Admins create global or shop-scoped discount codes; owners can optionally run their own.
  • Showroom displays. Display vehicles can slowly rotate on a turntable, and a hold-key card shows a car's stats, price, and finance teaser.
  • Job-restricted lots. Limit a dealership's self-serve greeter to specific jobs.
  • In-character emails. Receipts, finance agreements, employment notices, and financing reminders arrive as phone emails when a phone resource is connected.
  • Admin dashboard and commands. A full in-game admin panel (/dealership admin) plus 19 /dealership commands create and manage every dealership without editing config files.
  • Optional credit-based financing. With oxide-banking connected, interest rates follow a player's credit score and a missed-payment invoice is sent on default.
  • IsCatalogOpen client export. Other resources (such as a custom HUD) can check whether a player has the browsing catalog open, for example to hide the HUD while browsing.