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Fix character geoset mapping and texture corruption on equipment change
Corrected CharGeosets group assignments verified via vertex bounding boxes: - Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins, Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads, Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet - Changed bare shin default from 501 to 502 for better width match with thigh mesh (0.39 vs 0.32, thighs are 0.42) - Added clearCompositeCache() to prevent stale composite textures from being reused across equipment changes - Fixed character preview geoset defaults to match corrected mapping
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10 changed files with 424 additions and 169 deletions
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@ -186,7 +186,8 @@ void InventoryScreen::updatePreviewEquipment(game::Inventory& inventory) {
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};
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std::unordered_set<uint16_t> geosets;
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for (uint16_t i = 0; i <= 18; i++) geosets.insert(i);
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// Body parts (group 0: IDs 0-99, some models use up to 27)
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for (uint16_t i = 0; i <= 99; i++) geosets.insert(i);
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// Hair geoset: group 1 = 100 + hairStyle + 1
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geosets.insert(static_cast<uint16_t>(100 + playerHairStyle_ + 1));
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