Now, when viewing a saved outfit that you own, you'll see a "Saved" indicator if it matches the version on the server, or a temporary UI of "Not saved" and a tooltip if not.
Auto-save coming next!
Previously, the PNG link for a pet layer would show the 150x150 version. This was both an inconvenient size, but also not reflective of how the layer actually behaved, because we only use Neopets's official PNG for the 600x600 version!
Ah, oops, the `id` field from `useOutfitState` went missing and I didn't notice, so `useOutfitSaving` didn't correctly detect that this was an existing outfit!
This made saves on existing outfits create new copies, which isn't a bad behavior exactly, but I don't want to go there; saving a copy is just gonna pollute people's outfit lists rn, worse than no option imo.
Just a basic e2e starting point! Simple logic, with simple gates to prevent saving outfits we're not ready for. Safe to ship, despite being very incomplete!
The layer preloader already takes advantage of, and primes, the HTTP cache.
But we still do duplicate work, on every OutfitPreview render, to re-execute movie clip libraries, and create a movie clip to test for animations. The former is nontrivial cost, and the latter is often large cost. This can make even basic outfit changes slow, when there's no change to the movie clip layers and the player is paused!
Here, we add an LRU cache for movie clip libraries, and for the question of "is it animated?". This should speed up a number of places where we would reload the movie (including between toggling the item), and various changes that were triggering full movie clip rebuilds unnecessarily.
We _aren't_ solving here for the fact that toggling an animated item requires rebuilding the movie clip, which could conceivably be cached—but with some state management trickiness, because ideally it should be a separate clip for each context where it's being shown. Imo not yet worth the effort! (esp because I think users understand that toggling an animated item can be slow, whereas this was affecting _other_ actions way too much)
Here, we consolidate useOutfitState to get its base `outfitState` from a few different places: parsing the URL, and processing the saved outfit data, return an object of the same shape as the state stored in the reducer.
This enables us to just pick one of the three, instead of our kinda awkward individual-field fallbacks.
This will also help us with some upcoming work to make Back/Forward navigation work better.
Now we show a message for pet layers with the DISPLAYS_INCORRECTLY_BUT_CAUSE_UNKNOWN glitch applied! Previously, there would just be no message, because we only had UI logic for when it was applied to an _item_ layer.
Some of the "MiniMME11-S1: Approaching Eventide Skirt" visuals are pretty clearly glitched on TNT's end, like the Jubjub, which just has a single flat version of the dress floating in the corner of the screen.
This is a message to make that case even clearer!
I'm applying this to the "MiniMME11-S1: Approaching Eventide Skirt" on the Acara, which seems to load all 1000 images from the manifest, but then show no animation and no errors. Not sure what's up, and not inclined to deep-debug until we have a check on whether it works on-site!
I wanted the ability to clear out closet list text for Support users, and figured I should just build the UI for end users too, and grant Support users the same access!
This helps with items like "Living in Watermelon Foreground and Background", which has a species-specific foreground and bodyId=0 background.
With this flag set on the background, it won't appear for pets that don't _also_ have something else that fits. In this case, it hides it from Standard Vandas, and all non-standard colors.
There's some hacky limitations here: the item page still highlights the Vanda, even though clicking gives nothing; and the zone info for it is messy too, with the Background claiming to fit all species, and the LFI claiming to fit 54 specific species. But those don't seem important enough to code for!
I like making these more concise and consistent across the dropdown and the cards, I'm still not 100% sold on the design but it seems ok for now!
At first I had it in the dropdown as "Background (3)", but realized that conflicts with the usual pattern of like, saying how many items match a certain filter…
Using this to get an at-a-glance check on how Neopets IDs are typically assigned for body-specific items… looks like it's increasing, and alphabetical by species? (not by species ID?)
I think this will be generally useful to minimize switching around for common operations, but also I'm thinking of building a bulk assign tool for things with broken body IDs, and this will be the place for it to live, I think
Oops, the HTML5Badge was using the presence of an `svgUrl` to decide if the item is converted!
Here, we add an extra condition that if the OFFICIAL_SVG_IS_INCORRECT glitch is applied, then *that* indicates HTML5 conversion, too.
This was one more bit that needed fixing for "Flying in an Airplane": it wasn't just the official SVG that was incorrect, but also the official SWF. So our converted PNG was also incorrect!
Here, we now try to use the official Neopets PNG when the manifest provides it, instead of our own.
Inspired by the "Flying in an Airplane" bug (item 82287), where the official SVG (and I think SWF) were visually glitched and included both zones in the image, but the official PNG was correct.
This flag lets us use the PNG, like the official player does—but only for this item, while still keeping SVGs for everyone else!
I've decided that covering up the species faces with other species info is too weird! It feels like it's removing some ability to cross-reference.
A cool UI affordance would be to have this and the faces interact with each other, like you can hover to highlight the relevant species faces, or even vice-versa, to show the relevant zones for this species. But that's probably way overkill for this relatively niche feature.
Some looked really bad in the new design, like Jewelled Staff, which was breaking between the words "2 species", making a real bad tooltip target too.
Now, there's no line breaks allowed inside a list item at all! We force it to break between items, instead. (Could have also maybe implemented this with flex wrapping? This seemed like a straighter path, but…)