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Oct 9, 2026
  • Cart redesign
    • A cleaner, more compact cart: item images, price each, a − / + stepper you can type into, line totals, a Clear button, and the total right on the Checkout button. Checkout now has proper Processing and Purchased states, and the shop stays open after you buy. If a purchase fails, the cart stays as it was and tells you why. Sale items show your savings, and if you can’t afford the total, the cart says by how much. If stock runs out while you browse, the cart adjusts itself. OnBeforeItemPurchase and OnBeforeItemSell in server/utils/hooks.lua can now return a reason the player sees in the cart.
  • Sale and for-sale banners
    • The active sale is now a pill in the header with a live countdown instead of a banner across the top. The “This shop is for sale” banner can be dismissed and folds into a small For sale chip in the header.
  • Sale badge overlapping item art
    • The SALE badge no longer sits under the item image. Items on sale now show the actual discount, like −30%.
  • Sale countdown
    • The “Ends in” countdown wasn’t ticking. It does now.
Oct 7, 2026
  • Interaction distance
    • Choose how close players must be to a shop before its options show, under Config → General.
  • Split a shop into separate shops
    • A shop with several locations has one owner for all of them. Want an owner per location? Hit Split into shops on the shop’s Locations page and each location becomes its own shop, ready to sell.
  • Restrict a shop with your own code
    • New OnBeforeShopOpen hook in server/utils/hooks.lua: return false to keep a player out, anyone not in a gang for example.
  • Item metadata
    • Editing an item in the admin panel (even just its price) could wipe its metadata, now fixed.
  • Spanish translations
    • Added the missing Spanish locales.
Sep 29, 2026
  • Business accounts
    • Starting with Modern Banking 1.1.0, every player-owned shop gets a business account at the bank. Nothing to set up. View and manage your shop’s money at any branch. Off switch under Config → Finances → Bank accounts.
  • Modern UI syncing
    • Fixed the UI not scaling with the screen and ignoring the Modern UI scale slider. It now scales like every other lation resource.
  • Integration API
    • New shopUpdated and shopDeleted events, a GetShopBankAccount export, and a reason on every balanceChanged event. See Events and Server Exports.
Sep 19, 2026
  • Redesigned UI
    • Every screen has been rebuilt on our shared design system. The customer shop, the admin panel and the owner dashboard now share one look with Modern Banking, while everything stays where you know it.
  • Modern UI theme sync
    • All three UIs follow your lation_ui theme live: colours, radius, font, scale and reduced motion.
  • In-game configuration
    • No more Lua config files. Every server-wide option lives under Administration → Config, with a sentence on each, live saves and a one-click reset. Defaults are seeded on the first start.
  • Catalogs for every shop
    • Catalogs can be assigned to any shop, server-owned or player-owned. A server-run shop with Stock from catalogs on lists every catalog item itself and follows the catalog as it changes.
  • Delivery systems
    • Stock orders can arrive on the timer, as an m-TruckerSimulator job a player drives from one of your pickup warehouses to the shop’s drop-off, or through your own system via the delivery hooks. Config → Orders.
  • Disable automated deliveries
    • Turn stock ordering off entirely to force manual stocking: owners and staff fill their shelves from their own inventory. Config → Orders → Allow stock orders.
  • Modern Banking & Modern Interact support
    • lation_banking is now a banking option and lation_interact an interaction option, both picked up automatically. The unmaintained interact, sd-notify and fivemerr options were retired.
Jul 21, 2026
  • Player owned shops
    • Any shop can now be bought, owned, and run by your players, with a full business loop behind it.
    • Owner management dashboard: run inventory, orders, sales, staff, and finances from one sleek in-shop panel.
    • Employees & roles: hire up to 10 staff, assign fine-grained permissions, and save role presets for one-click hiring.
    • Commission & bonuses: reward staff with per-item or category commission, online or offline accrual, and one-off bonuses, all paid from escrow they can claim anytime.
    • Wholesale ordering & restocking: restock from wholesale with delivery timers, plus auto-restock rules that keep shelves full on autopilot.
    • Sale events: launch limited-time sales with a live countdown to pull in customers and move stock.
  • Customer purchase history
    • Shoppers get an itemized, order-grouped receipt history with one-click buy again.
  • Catalogs
    • Build a reusable item catalog once and assign it to any shop, with bulk importing and bulk markup pricing.
  • Aim to place
    • Place shops and locations by aiming at any surface in the world, no more hunting for coordinates.
  • Live updates, no restart
    • Create and edit shops, catalogs, prices, and settings and watch them apply instantly in-game, with no script restart ever again.
  • Ownership management
    • Assign, remove, or repossess a shop owner right from the admin panel, whether they are online or offline.
  • Server-wide analytics
    • A new admin analytics tab with a top-level view of your economy: revenue and payouts over time, top earning shops, and best selling items server-wide.
  • Integration API
    • New server exports and events let other resources read shop data and react to shop activity, with no core edits required.
  • Configurable ownership settings
    • Every ownership rule lives in one config file: shop limits, employee caps, refund rates, delivery times, commission caps, sale limits, and more.
  • Sell price fallback
    • Items with no configured sell price now become sellable at a default percentage instead of silently disappearing, putting an end to the classic “why aren’t my items showing in the sell shop?” question.
  • Money safety & performance
    • A broad hardening pass under everything above tightens every transaction and keeps large, busy economies fast and reliable.
Jun 10, 2026
  • Player-driven stock mode
    • Added a per-item “Player-driven” toggle in the admin panel, allowing shops to start at 0 stock and only restock when players sell items in. Stock decreases on purchase, grows uncapped from player sales, and persists across server restarts. This addresses a gap that was reported where if you want fully player-driven stock, you had a set a starting quantity and couldn’t start from 0. This addresses & fixes that for full, 100% player-driven stock.
  • Admin panel crash when loading jobs
    • Fixed a rare-ish issue where opening /shopadmin could crash due to invalid job data being sent to the NUI. We now properly sanitize job data to strip only the data we need, reducing crashes, etc.
  • Inventory detection change
    • Fixed an issue where ox_inventory could be detected over jaksam_inventory, messing up image paths, etc. We now detect ox_inventory last so inventories “pretending” to be otherwise won’t mess with things.
  • Database migration performance
    • Refactored startup migration checks to batch column and index lookups, reducing redundant database queries on resource start.
May 27, 2026
  • Added missing locale(s) for invalid item error
    • Fixed missing translation key that caused an error to display without text.
  • Export not respecting shop mode (buy/sell/both)
    • Fixed an issue where the openShop export ignored the configured shop mode, causing incorrect behavior.
  • Cash and Bank payment method labels being un-editable
    • Fixed payment method labels for Cash and Bank not allowing edits in the admin panel.
  • Player sales log event toggle missing from logs.lua
    • Fixed a missing config toggle for the player sales log event in config/logs.lua.
  • Random Prices rotation interval
    • Added a “rotation interval” option to random prices, allowing prices to randomize on a configured schedule.
  • OnBeforeItemPurchase hook category parameter
    • Added a category parameter to the OnBeforeItemPurchase hook for enhanced purchase validation logic.
  • Open source permission validation
    • Added an open source perms.lua file for custom permission validation(s).
Mar 20, 2026
  • Added the ability to restrict individual items to multiple jobs (with grade/rank control of course)
  • Fixed fd_banking export, now forcefully returns a number as expected
Mar 17, 2026
  • Added a teleport to location button in the Locations tab
  • Added the ability to list the same item multiple times in a shop (for varying metadata, etc)
  • Customer payment method for sell shops
  • Move currency symbol position option in Setup tab
  • Made the openShop export work on both client & server
  • Redesigned the buttons into a single icon-only capsule for teleport, blip, edit & delete actions in Locations tab with tooltip hover
  • Moved all sell-shop settings and shop mode toggle to the Finance tab (removed from Settings) and redesigned slightly
  • Updated the shop balance banner in the Finance tab to be more consistent in color/style
  • Fixed the openShop export now working as expected
Mar 4, 2026
  • Added shop modes - configure any shop as buy-only, sell-only or both
  • Added per-item sell config - individually enable/disable selling and set sell prices per item or use fallback % from purchase price
  • Added hidden item identity - items flagged as hidden appear as “Unidentified” with a blurred image to players who own none of that item
  • Added a shop balance - visible as an amber badge in the Shop Selector and as a dedicated section in the Finance tab
  • Added new export: exports.lation_shops:openShop(shopId) to open any shop from an external resource
  • Rebuilt the Edit Item modal, now with 4 tabs (Item/Inventory/Access & Advanced) for better organization and quicker, easier edits
  • Items with no description no longer show a “No description” text
  • Blip management code has been moved to client/utils/blips.lua
Dec 17, 2025
Added automatic custom payment method usage (will treat paymentId as an item and count/remove that item)
Added ability to enable or disable blips per-location
Added blip cleanup (may or may not resolve edge-case blip issues)
Fixed crashing when clicking Import Items button
Fixed showing/hiding blips according to shops job restriction (if any)
Nov 29, 2025
Added ability to require item(s) to access shop (w/ optional consumption)
Added optional location labels for easier identification
Added visual feedback when invalid metadata is provided
Added custom ped model support in locations modal
Added option to hide “All Items” category in admin UI “Settings” tab
Added basic markdown support in item descriptions (line breaks, bold, italic, etc)
Fixed shopId returning nil in payment functions
Better UX in map blip input fields
Small adjustment to blip creation (no noticeable changes)
Remove single item import (it was a useless option, bulk import is only & default option now)
Nov 19, 2025
Added jaksam_inventory support
Added smart parsing; you can now paste coords directly into the add/edit locations modal
Fixed being unable to see all items in inventory tab in admin UI on last update
Fixed customer shop UI lag with large item lists
Fixed clicking outside of admin UI causing it to close
More small performance improvements to the inventory tab in the admin UI
Nov 18, 2025
Fixed bug with single payment method option in shop(s)
Fixed performance issues with large (100+ item) shops
Added pre-purchase conditional hook to allow/reject a purchase with custom logic
Added variable metadata option in hooks (see hooks file)
Nov 14, 2025
Fixed metadata not applying correctly in some cases
Fixed requiring a license not working on ESX
Added shop name in interaction labels
Added wasabi_banking support for society payment methods
Shops sorted alphabetically in admin panel for consistency
Added the ability to duplicate an existing shop
Nov 13, 2025
Fixed error with “coords” type locations
Fixed annoying input behavior (blip scale, etc)
Added shopId param to all money related functions
Added server/utils/hooks file for custom logic
Nov 11, 2025
Initial release