Previously, when you navigated directly to an outfit by typing the URL into the browser or following an external link, the name would stay as "Untitled outfit", even after the outfit loaded.
This was because, when you render an `Editable` Chakra component with `value={undefined}`, it permanently enters "uncontrolled" mode, and providing a value later doesn't change that.
But tbh passing `undefined` down from outfit state wasn't my intention! But yeah, turns out the `?.` operator returns `undefined` rather than `null`, which I guess makes sense!
So, I've fixed this on both ends. I'm now passing more `null`s down via outfit state, because I think that's a more expected value in general.
But also, for the `Editable`, I'm making a point of passing in an empty string as `value`, so that this component will be resilient to upstream changes in the future. (It's pretty brittle to _depend_ on the difference between `null` and `undefined`, as we saw here 😅)
Previously, when you clicked on a saved outfit from Your Outfits, the back button would take you back to the homepage, which was confusing for scanning through stuff! Now, it goes back to Your Outfits if it's yours.
I'm not suuure this is the behavior we want? But it seems intuitive enough!
Previously, if you navigated to /outfits/new without a species or color in the query string, we'd show a blank outfit page, with the species/color picker hidden. Now, we default to a Blue Acara instead!
We don't do anything to handle _invalid_ species/color IDs, but I don't super mind that, because in practice that would require some call site to malform the URL, and I don't super expect that.
This resolves more of the _cause_ of Sentry issue IMPRESS-2020-8, but I'm still wondering how a user got to the URL `/outfits/new?[object+Object]=&objects[]=35185&objects[]=67084`. I'm wondering if the pet loader on the homepage has a bug in Safari? I feel like I heard something like that from the feedback form, too...
When loading an outfit in the wardrobe page, there was an awkward state where the outfit preview loading spinner would vanish and then reappear.
This was because `useOutfitState` briefly reported `loading: false`, then fixed itself after almost immediately—but our OutfitPreview component has a delay before re-showing the spinner.
In this change, we smooth out the loading state, by enabling the second GQL request to start immediately once the first request is done, instead of waiting on a callback to finish.
That'll still show up when the outfit is still loading, but this lets us use the Apollo cache to show the name instantly if you're clicking through a link from Your Outfits
Still a pretty limited early version, no saving _back_ to the server. But you can click from the Your Outfits page and see the outfit for real! :3 We have a WIPCallout explaining the basics.
We did this a while back too, but I guess something changed in Apollo: I guess it used to return identical item objects from the cache on its own, and now it returns brand new item objects. So we gotta do the object caching hacks ourselves!
This speeds up add/remove item state updates from 500ms to 100ms on my Mac, because we stop re-rendering all the Item components and their complex Chakra children.
This is especially worth doing now, because animations make long updates much more noticeable! (It interrupts the animation 😅)
I was getting annoyed by how, when you're using search, trying on an item will remove conflicting stuff, and then if you decide you don't like what you tried the old stuff _doesn't come back_
As of this change, it does! When you start a new search, we save the outfit state, and then whenever you change the items we ask "hey can these old ones safely be re-worn again?" and re-wear them if so.
This was a subtle little thing for a while! If you switch species/color, such that an item doesn't fit the pet anymore, we used to just hide it. Now, we show it in a list, so that you can understand what went wrong, and have the option to remove it.
This was bothering me, I'm surprised and pleased by how easy it seems it was to fix? :)
The strategy is just, look for groups that are provably redundant, and filter them out.
I hope it's correct! It's definitely cozier. Kyrii Mage items are good tests, they have a lot of interesting zones!
These are nice! :)
The `hideSimpleZones` option I'm not sure about yet, but I figure that:
1. For a new user just doing simple outfits, I feel like the double data on the items page just looks silly, so I want to streamline for that
2. But I _do_ want to let the user think about zone complexity when things _are_ multi-zone.
I did also consider just hiding the zone badge for the header you're under, but I figured the consistency of having the item and its badges look the same in all the places in the list was more important.
Still just read-only stuff, but now you can look at all the different poses we have for a species/color!
Soon I'll make the pose/glitched stuff editable :3
Some sizable refactors here to add the ability to specify appearance ID as well as pose… most of the app still doesn't use it, it's mostly just lil extra logic to make it win if it's available!
(The rationale for making it an override, rather than always tracking appearance ID, is that it gets really inconvenient in practice to //wait// on looking up the appearance ID in order to start loading various queries. Species/color/pose is a more intuitive key, and works better and faster when the canonical appearance is what you want!)
In this change, we cache the zones table as part of the JS build process. This keeps the database as our source of truth, while aggressively caching the data at deploy time.
See the new README for some rationale!
I tested this by pulling up dev Honeycomb, and observing that we no longer run db queries to `zones` in the new traces for the wardrobe page. (It's a good thing we did it this way, because I noticed some code in the server that was still loading the zone anyway, and fixed it here!)
This was a surprisingly big win! Item is heavier than it looks, because it has like 6 Chakra components, which aren't expensive but aren't _cheap_ in a re-rendered list that needs to be fast, you know?
And it's even more important on search, where there's a lot of items on the page. (we should virtualize it too but that's a thing for another day)
I guess if you return a reference to an object that doesn't exist, it registers as null; and you need to provide the `true` here to declare that it _is_ real and should be treated as an _insufficiently_ defined object?