diff --git a/.github/workflows/linux.yml b/.github/workflows/linux.yml index c487162e1..c6d98031a 100644 --- a/.github/workflows/linux.yml +++ b/.github/workflows/linux.yml @@ -40,7 +40,7 @@ jobs: - name: Setup xmake uses: xmake-io/github-action-setup-xmake@v1 with: - xmake-version: '2.7.6' + xmake-version: '2.8.5' # Update xmake repository (in order to have the file that will be cached) - name: Update xmake repository diff --git a/.github/workflows/windows.yml b/.github/workflows/windows.yml index a72ebf90b..d5130eb1a 100644 --- a/.github/workflows/windows.yml +++ b/.github/workflows/windows.yml @@ -30,7 +30,7 @@ jobs: - name: Setup xmake uses: xmake-io/github-action-setup-xmake@v1 with: - xmake-version: '2.7.6' + xmake-version: '2.8.5' # Install node #- name: Setup nodejs diff --git a/Code/client/Services/Generic/InventoryService.cpp b/Code/client/Services/Generic/InventoryService.cpp index e74c8e7a7..a525e5415 100644 --- a/Code/client/Services/Generic/InventoryService.cpp +++ b/Code/client/Services/Generic/InventoryService.cpp @@ -179,8 +179,11 @@ void InventoryService::OnNotifyEquipmentChanges(const NotifyEquipmentChanges& ac // There's a bug where double equipping something magically unequips something secretly. // TODO: should this be done for armor as well? // Also, find out why the client is sending two equip messages in the first place. + // TODO: this fix makes it so that weapons and spells are sometimes invisible :/ + #if 0 if (!acMessage.Unequip && pActor->GetEquippedWeapon(slotId) == pItem) return; + #endif #endif auto* pEquipManager = EquipManager::Get();