Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Clothing HideLayerComponent breaks on clothing with multiple equipment slots #33965

Open
paige404 opened this issue Dec 19, 2024 · 0 comments
Open
Labels
A: Art Area: Art with no implications for other areas. D2: Medium Difficulty: A good amount of codebase knowledge required. P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. T: Bugfix Type: Bugs and/or bugfixes T: Visual Change Type: Deals with changes to art, sprites or other visuals in the game.

Comments

@paige404
Copy link

Description

Clothing with a HideLayerComponent will fail to properly hide the designated layers if the clothing being equipped has multiple potential equip slots.

I initially reported this here on RMC as their gas mask has both Mask and SuitStorage equip slots, so that they can be attached to a hazard vest. We tracked the issue down to Content.Shared/Clothing/EntitySystems/ClothingSystem.cs line 104. I don't know if this currently effects any items on WizDen, but it definitely impacts items on other forks and it would be helpful to sort it out here.

Reproduction

  1. Add an extra equipment slot to any piece of clothing with a HideLayerComponent
  2. Build, run, and put on the piece of clothing in either of the allowed spots
  3. The layer will not be hidden.

Screenshots

Additional context

It may be tempting to simply change this line to see if the clothing item's slots list contains the relevant slot for that layer. However, this would result in a snout layer being hidden when a mask is equipped on the SuitStorage slot, for instance.

The solution here will need to check that specifically the slot the item is equipped in applies to that layer.

@github-actions github-actions bot added the S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. label Dec 19, 2024
@beck-thompson beck-thompson added T: Bugfix Type: Bugs and/or bugfixes P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. D2: Medium Difficulty: A good amount of codebase knowledge required. A: Art Area: Art with no implications for other areas. T: Visual Change Type: Deals with changes to art, sprites or other visuals in the game. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Dec 20, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A: Art Area: Art with no implications for other areas. D2: Medium Difficulty: A good amount of codebase knowledge required. P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. T: Bugfix Type: Bugs and/or bugfixes T: Visual Change Type: Deals with changes to art, sprites or other visuals in the game.
Projects
None yet
Development

No branches or pull requests

2 participants