-
Notifications
You must be signed in to change notification settings - Fork 69
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Issue#350 Body Parts Validation #351
Conversation
Can this be potentially merged? If so why hasn't it already been merged? |
} | ||
RandomizeSetBodyPart(PartTemplateManager, kSoldier.kAppearance.nmLeftForearm, "LeftForearm", BodyPartFilter.FilterByTorsoAndArmorMatch); | ||
RandomizeSetBodyPart(PartTemplateManager, kSoldier.kAppearance.nmRightForearm, "RightForearm", BodyPartFilter.FilterByTorsoAndArmorMatch); | ||
//End Issue #350 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
These two lines were moved out of the if(kSoldier.kAppearance.nmArms == ''
) block. PR #390 also wrapped them with a forced appearance check, which it also did for the "Hero Deco" slots below. The "correct" resolution to this apparent conflict, is to simply put these lines within the same forced appearance check block as the "Hero Deco's" below
Made a comment over in the changes.. |
#350
Also fixes the bug where for arms (and related parts), it generally wouldn't update correctly when the only difference between the parts is a material override.