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[FIXED] Inventory UI: large item stack (uncollapsed) breaks inventory selection


Tiax

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This is relatively easy to reproduce:

 

  • Have a large stack of items in your inventory, try with 100 threads for good effect (or ripped sheets or practically anything else)
  • Expand the stack in the inventory pane
  • Click on the stack's "heading" to select the full stack

 

Now, right click any of the contents: You'll see context menu options of other items coming after that item stack in your inventory (e.g. load bullets into magazine, wear clothes, whatever comes later in the list). The inventory considers those all selected due to key conflicts with how the lua tables (ISInventoryPane.items, ISInventoryPane.selected) are populated.

 

If you drop the stack like that, it will also drop those others things it considers selected. There's probably more side effects.

 

image.png.726ca282795ba169be7b16c3c424b1c1.png

 

image.png.c4bdf45f9719d3641bf4d7a90aee39ec.png

Edited by Tiax
Fixed!
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  • Tiax changed the title to [FIXED] Inventory UI: large item stack (uncollapsed) breaks inventory selection

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