Delta-v/Content.Shared/IdentityManagement
paige404 b0cf069a32 Fix broken layer hiding on clothes with multiple equipment slots (#34080)
* Fix broken layer hiding on clothes with multiple equipment slots

* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.

* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage

* Fix the delayed snout bug

* Misc cleanup

* Make `bool permanent` implicit from SlotFlags

any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.

* Split into separate system

Too much pasta

* Remove (hopefully unnecessary) refresh

* Fisk mask networking

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Keep old behaviour, use clearer names?

I'm just guessing at what this was meant to do

* english

* Separate slot name & flag

* dirty = true

* fix comment

* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr

* Only set mask toggled if DisableOnFold is true

* FoldableClothingSystem fixes

* fix bandana state

* Better comment

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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-03-23 16:14:04 +00:00
..
Components Content changes & tests for engine prototype validation PR (#27188) 2024-05-03 00:01:57 +02:00
Identity.cs Add viewer parameter to Identity.Entity (#35861) 2025-03-23 15:52:08 +00:00
SharedIdentitySystem.cs Fix broken layer hiding on clothes with multiple equipment slots (#34080) 2025-03-23 16:14:04 +00:00
TryGetIdentityShortInfoEvent.cs upstream merge 7/9 (#1762) 2024-09-10 01:20:38 +10:00