Confirmed clothing slots as of 1/16/18

hey guis… lez talk about 'bout the latest changes to dah clothing stuff we may-or-may-not see in the next Devlog:

  • Shirt being bugfixed so that the textile variations look gud.

    • Gets “covered/uncovered versions.” Same w/ the hoodie. Not exactly sure what it implies about the clothing layering system
    • Also military camo textiles. (:smiling_imp:) Not listed directly in relevance to the t-shirt, but… :arrow_up::arrow_up::arrow_up:
  • Fingerless gloves have had their model redone now. (Was already listed to have that done, but now it is done supposedly!)

  • Sneakers are same as above, but not yet implemented.

  • Pistol holster = dead now, in place of leather belt. (Personally fine with this, assuming the width is good.)

  • Vest = Ballistic Vest now, instead of a Chest Rig. (not implemented yet, but I approve).

  • Rucksack = MOLLE Rucksack (:smiling_imp:)

    • (implemented, but gets buckles and pins too?)
    • reminded me that I was thinking about how we need physics on tassels :wink: and festive hats :wink:
  • Quiver is also implemented now, and is probably able to be presumed as functioning-as-intended w/ the rucksack.

  • Watch is almost implemented. I’m curious if this means Nelson has already implemented some sort of time into his experimental environments yet. :thinking: (Can we inspect our bare hands to get a look at our mythical gloves and green wristwatches? :open_mouth:)

  • Dogtogs, Baseball Cap, and “Hoodie” (scoff!) are implemented, supposedly, I assume.

  • The aviators have just become “regular” glasses! D: They’re also :+1: in.

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