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Simultaneous "wear" of attachments not respected #4782

@Viscerous

Description

@Viscerous

Environment

Second Life Release 7.2.1.17108480561 (64bit)
Release Notes

CPU: 12th Gen Intel(R) Core(TM) i7-12700K (3609.6 MHz)
Memory: 32510 MB
OS Version: Microsoft Windows 11 64-bit (Build 26200.6725)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: NVIDIA GeForce RTX 4090/PCIe/SSE2

Windows Graphics Driver Version: 32.0.15.8129
OpenGL Version: 4.6.0 NVIDIA 581.29

Window size: 2560x1440
Font Size Adjustment: 96pt
UI Scaling: 1
Draw distance: 128m
Bandwidth: 3000kbit/s
LOD factor: 1.75
Render quality: 5
Texture memory: 24564MB
Disk cache: Max size 2150.4 MB (8.3% used)

J2C Decoder Version: KDU v7.10.4
Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.24.2 / OpenAL Community / OpenAL Soft: OpenAL Soft
Dullahan: 1.14.0.202408091639
CEF: 118.4.1+g3dd6078+chromium-118.0.5993.54
Chromium: 118.0.5993.54
LibVLC Version: 3.0.21
Voice Server Version: Vivox 4.10.0000.32327.5fc3fe7c.5942f08

Packets Lost: 0/9,132 (0.0%)
October 03 2025 04:00:29

Description

Obviously, wearing multiple attachments that go to the same slot should simply stack. However, when trying to wear say, a head and a body at the same time, both to separate attachment slots (e.g. skull and avatar center), these will not replace each item in their respective slot already present, only one of them. Manually "wearing" each individual item however works as expected.

I recall this working correctly but it seems to have broken a few versions ago.

Reproduction steps

  1. Wear a set of items on separate attachment slots, e.g. a head on Skull and a body on Avatar Center
  2. Select items that will attach to the same slots and select "Wear"
  3. Note how it may replace one item properly but will "Add" the rest


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