Cosmetics visibility + render distance ignored by overlays, capes, particles and first-person arm

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Erledigt

#183

Opened by NoRiskk

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NoRiskk Commented Jun 4

Symptom: The Cosmetics visibility setting (None / MyOwn / Friends) and the cosmetic render-distance limit were only honored by the player-model pipeline. Overlays, capes, layer particles (e.g. enchant particle.json) and the first-person arm bypassed both gates.

Repro:
1. Settings > Cosmetics > Visibility = None.
2. Equip an overlay / cape / particle cosmetic.
3. In world overlay, cape and particle still render. First-person: enchanted sleeve still visible.
4. Also: a distant player kept their cape/overlay/particle past the render-distance cap.

Before: visibility = None and render distance only affected model cosmetics; overlays, capes, particles and the first-person arm ignored both.
After: visibility and render distance hide ALL cosmetic types in-world (models, overlays, capes, layer particles, first-person arm). Wardrobe / shop preview keeps showing everything.

Root cause: only NrcCosmeticRenderBridge.provider applied cosmeticVisibility.shouldSkipPlayer + the distance check. Every other pipeline read the equipped list directly. Fix routes them all through two shared, preview-exempt gates: isHiddenByVisibility and isHiddenByDistance.

Activity

NoRiskk changed title to "Cosmetics visibility = None still renders overlays, capes and particles in-world"

NoRiskk updated the description

NoRiskk changed title to "Cosmetics visibility + render distance ignored by overlays, capes, particles and first-person arm"

NoRiskk updated the description

NoRiskk changed status from Ausstehend to In Prüfung

NoRiskk confirmed this is working

Jvcv confirmed this is working

Jvcv changed status from In Prüfung to Erledigt

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