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Allow user mods in multiplayer freestyle #31850
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In particular I don't like the non-null assert around `GetCurrentItem()`, because there's no reason why it _couldn't_ be `null`. Consider, for example, if these panels are used in matchmaking where there are no items initially present in the playlist. The ruleset nullability part is debatable, but I've chosen to restore the original code here.
Interestingly, this is not a compiler error nor does R# warn about it. No problem, because this is just restoring the original code anyway.
Mostly trying to give more space to the queue as we add more vertical elements to the middle area of multiplayer / playerlists. This whole UI will likely change – this is just a stop-gap fix.
@smoogipoo please check new commits 🙏 |
Seems okay. |
peppy
previously approved these changes
Feb 12, 2025
peppy
approved these changes
Feb 12, 2025
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Prereqs:
I originally started out trying to merge the
ChangeUserStyle()
andChangeUserMods()
method calls, but I reached a few UX and general flow issues that I'm not entirely sure about right now:Basically, the flow of things is an issue that I'll need more opinions on, so for the time being I've kept the two server invocations separate.
This is an MVP implementation that is ready for the next release. I plan to rewrite this screen as soon as possible (hopefully the team now agrees this is an absolute requirement before doing anything else), because dealing with half-server-authoritative and half-client-authoritative flows is silly.
Case in point - while the server will automatically keep mods that are still valid between rulesets, the
UserMods
flow resets them all anyway.