Oops, don't show UC conflict glitch while loading
The way we were checking for UC compatibility issues, was also triggering while the appearance was still loading, so items didn't have any appearance layers yet! Now, we check for loading before testing for that glitch.
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1 changed files with 32 additions and 27 deletions
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@ -13,6 +13,10 @@ function OutfitKnownGlitchesBadge({ appearance }) {
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// Look for UC/Invisible/etc incompatibilities that we hid, that we should
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// just mark Incompatible someday instead; or with correctly partially-hidden
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// art.
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//
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// NOTE: This particular glitch is checking for the *absence* of layers, so
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// we skip it if we're still loading!
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if (!appearance.loading) {
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for (const item of items) {
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// HACK: We use `getVisibleLayers` with just this pet appearance and item
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// appearance, to run the logic for which layers are compatible with
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@ -28,8 +32,8 @@ function OutfitKnownGlitchesBadge({ appearance }) {
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<Box key={`total-uc-conflict-for-item-${item.id}`}>
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<i>{item.name}</i> isn't actually compatible with this special pet.
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We're hiding the item art, which is outdated behavior, and we should
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instead be treating it as entirely incompatible. Fixing this is in our
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todo list, sorry for the confusing UI!
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instead be treating it as entirely incompatible. Fixing this is in
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our todo list, sorry for the confusing UI!
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</Box>
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);
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} else if (compatibleItemLayers.length < allItemLayers.length) {
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@ -43,6 +47,7 @@ function OutfitKnownGlitchesBadge({ appearance }) {
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);
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}
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}
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}
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// Look for items with the OFFICIAL_SWF_IS_INCORRECT glitch.
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for (const item of items) {
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