Cosmetics visibility + render distance ignored by overlays, capes, particles and first-person arm
Erledigt
#183
Opened by NoRiskk
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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
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Draft·issues·Not visible to the public
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.