What happens:
Items with different name but same base item that i move from a container to my inventory or vice-versa do not respect stack rules.
How to reproduce:
1. i have created an item A with
2. i have created an item B with
3. i added both to the drop pool of elite crates
4. item A spawns in the container and i right click transfer it into my inventory
5. item B spawns in the container and i right-click transfer it into my inventory
-> both items are stacked.
Default stack size would allow it, but they have different names.
What i observe:
The check for `CanStackItem` is triggered, but do not pass line 474.
This can also be seen f.e. with Cooking plugin etc.
questions:
For what exactly is this line? What should that achieve?
Items with different name but same base item that i move from a container to my inventory or vice-versa do not respect stack rules.
How to reproduce:
1. i have created an item A with
"Item ID": 81423963,
"Skin ID": 0,
"Custom Name": "Arctic Base Pass"
2. i have created an item B with
"Item ID": 81423963,
"Skin ID": 0,
"Custom Name": "Sat Dish Pass"
3. i added both to the drop pool of elite crates
4. item A spawns in the container and i right click transfer it into my inventory
5. item B spawns in the container and i right-click transfer it into my inventory
-> both items are stacked.
Default stack size would allow it, but they have different names.
What i observe:
The check for `CanStackItem` is triggered, but do not pass line 474.
if (item.GetOwnerPlayer().IsUnityNull() || targetItem.GetOwnerPlayer().IsUnityNull()) return null;
therefore validation later is not used and it stacks.This can also be seen f.e. with Cooking plugin etc.
questions:
For what exactly is this line? What should that achieve?