Essentially I want the center-y visual balance around the image, and the name and _one_ line of tags. If there are extra tags, I want that to go down on its own, rather than bringing down the image+buttons to center against them.
The single-line-of-tags case is the most common, and I think it makes things feel more consistent for all the items to stick to that basic layout, while trying to keep that layout feeling center-y
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.
On the search panel, not all items have the remove button, and it's confusing to have the other buttons be in inconsistent positions!
Move the Remove button to the left side of the list, so that everything else is positioned the same regardless
Okay, we handle the new pages correctly! Still some weird bugs when you send requests near each other? Probably wise to migrate to Apollo's new way of doing this
This is just an implementation thing, but I realized we can just insert the Zone data into the initial Apollo cache, instead of doing weird field definitions
I _do_ still want the @client tags in the queries though, to tell them not to make server requests at all
Been bothered by this for a while!
My hope is that this isn't a notable marginal performance hit—we were already walking the table and doing string ops anyway, I can't imagine adding to that is actually that much of a marginal lift, when the main bottleneck was probably reads. And the perf should be identical for simple single-word queries anyway. But we'll see how it feels!
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.
Previously, if you switched species/color such that one of your items was no longer compatible, we _would_ still apply its zone restrictions to the visible layer set.
In this change, we fix that server-side, since I think it makes the most sense for an empty appearance to be truly empty!
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!
I figured that we'd want simpler UI in the ItemsPanel when possible… but now that we've got it pretty simple and comfy, I think the consistency is better
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.
This is in preparation for hiding bio zone restrictions but showing item zone restrictions!
I also refactor the build-cached-data script substantially, to run GraphQL against the server instead of a custom query.
okay so the PetAppearance restrictions are stored on the asset, because that's how they're defined on Neopets.com too
but I think that's a confusing API, so here I define `PetAppearance.restrictedZones`, which just maps over the layers and aggregates the zones server-side, same as we would have done on the client
I think that's much easier to understand than having layer contain a field, but having to know that item restrictions _don't_ work that way, you know?
Huh, maybe this is a Firefox bug or something? but the container wasn't applying partial opacity correctly to its children, it was only doing 0 or 1, I think maybe because the children weren't static? I refactor here to make the DOM structure a bit more natural, and fade ins work again 🤷♀️
I'm not sure when this regressed, but changing the outfit was clearing out the whole preview and showing an empty loading state, instead of the intended behavior of showing a loading spinner over the old preview. This affected both the home page and the wardrobe page.
Yeah, so, huh. Fixed! I hope I didn't goof anything else with these effect trigger changes though 😅
The reason I'm doing this now is not just that it's annoying, but as a pair with the color change fix from just now, I want those color changes feeling buttery smooth!
Previously, when changing a pet's color, we would refresh the items panel and send a new network request for the item appearances, even though they're all the same. This is because item appearance data is queried by species/color, for ease of specification.
But! Item appearances are //cached// by body ID. So, if this is a standard color, it's not hard to look in the cache for the standard color's body ID!
Now, most color changes are faster and don't flicker the item panel anymore. We do still refresh the panel and send the requests for color changes that _do_ matter though, like standard <-> mutant!
ahh, in a recent change I made glitched states valid for canonical poses, but didn't make the corresponding change here! This meant that I think the PosePicker showed them, but other ways of getting to them didn't work, including the Candy Acara (who is 100% marked glitched) was no longer pickable at all
Oops, opening the dropdown would auto-focus the left arrow button, because it's now the first focusable element! Make explicit that we want the dropdown instead.
I noticed in prod that the Vercel edge cache can show old data in the Support tool right after you edit it and reload the page, which is super confusing!
In this change, we stop caching the endpoint we use for Support tools, so that the Support tools always feel real-time and trustworthy. (The standard pose picker might still be cached, so it could be a bit confusing for that to be out of sync, but at least you can toggle into Support mode and see that your changes happened _there_, so you don't panic that they're _gone_.)
Previously, I was filtering out glitched appearances from the canonical ones.
But now, I'm thinking it's better to serve glitched ones than no data for a pose at all.
I'm inspired by the case of the Candy Acara, which has _only_ glitched appearances in our db, and I'd like to mark them for reference—but then the site would treat it as no data at all.
Easier to move between appearances quickly! I'm adding this in anticipation of a use case of rapidly labeling Unknown appearances—I want it to be easy to label one and go to the next!
For most users, I want to hide the pose picker if there's not actually anything to pick from.
But I want Support users to be able to open it and use Support mode, to inspect and label Unknown poses!
In this change, I add new UI to show a question mark pose picker button, and a note explaining the empty picker; but only show them for Support users.
I also made a new `useSupport` hook, to replace `useSupportSecret`, now that I have a use case for "is support user?" that doesn't require the secret. Will migrate the rest!