Closed MXKhronos closed 1 month ago
The copy and paste feature seems to be able to bypass condition ranges. You can copy and paste a layout from a factory new shrunk with neon material rec-21 body and apply it to a battle tested rec-21 to get the same result. Can also be done if copied to other weapons.
Copying any configurations from texture scale seems to make it always default at 1 in the menu, however, it still does properly copy the texture and apply it. If the texture offset is 1 - 1.54 the copied texture will be 1 - 1. But this issue doesn't really seem to be related to the copy feature, as closing the menu of the weapon and re-opening it results in the same.
It appears the windtrails skinpack does not have a animated skin anymore, compared to cotton fade or Cute skulls for example. Maybe one can be added as permanent skin as well?
I also noticed that it's live in main branch, but only via the /optin command. Why was it not fully integrated yet? It doesn't seem like the place to test it and it could potentially endanger the data of some users or cause other issues if it turns out that there unintended features to it.
We just had (yesterday) a patch for the skins not properly saving, along with a few changes to convert old appearances, dubbed as ''best-effort''. It seems too early to really tell whether this would be perfectly functional.
Just curious to why it was launched the way it currently is.
It's only via /optin because it's a feature for opting-in for now and it'll be opt-in for a long while until people got familiar with it and iron out some edge case issues then the old system will be entirely replaced.
Yeah, the saving issue may be another case, and I'm still diagnosing it, I should've clarified, by "best-effort", it means what can be converted over to the new data will be converted. Some old appearances will be lost e.g. Spooky Skeleton Rgb data type is different from the skin perm Spooky Skeleton. Other things that may not be converted can be due to some part name changes, and other unforeseen incompatibilities.
It's done this way for a wider testing for anyone who are okay with opting-in the new system with a slight risk. It's stated when you use the /optin NewCustomizationMenu
command.
The layers from the skin permanents section seem to appear in the ''Colors'' section of the customization menu. With this, you cannot apply a color as otherwise the permanent pattern will be overwritten by the color, wiping it from the weapon.
it also seems like there's some inconsistancy with these parts of the perm skin in the ''Patterns'' section. I've unlocked the halloween pixelart and CuteButScary texture for it, but I can only seem to use them as permanent skins. They seem to be (partly) locked and I am not quite sure why. They also do not cycle through the RGB colors, but instead remain the same color, unlike when the player directly selects it as a permanent skin, but this can only be done if the part is cleared of all color and texture properties.
Also to note, the permanent skins cannot be combined with textures or colors, it's either the perm pattern or texture for most instances. It would be really nice to add a seperate adjuster for perm skin transparency.
Due to how texture animations are applied, skin perms will only have texture animations. They will come with a raw texture for the custom texture section if the weapon has the skin perm unlocked.
There is a bug where the background of these skin perms aren't colorable without it replacing the skin, which will be fixed.
Discussed in https://github.com/HelixNebulaStudio/RiseOfTheDead/discussions/523
Final test for any major issues
Copy & Paste is finished, fixed a few other bugs with deleting layers. Fixed breakdown formatting.
Notes: