#clothing
4 items (4 fixes)
A projected Sandbox.Decal seated on a character's analytic hit surface (e.g. a capsule hit position) with a shallow projection Depth paints the base skin mesh but ends before the clothing renderers' outer shell, so paint shows only where bare skin peeks out. Increase Depth to span the cloth shell without punching through thin limbs.
GetAllComponents<T> (and every Scene/GameObject component query) skips disabled components, so a distance cull that toggles ModelRenderer.Enabled and then re-queries each frame silently loses exactly the objects it just disabled: a census under-reports and a re-enable pass can never find its own objects. Capture renderer references once at spawn instead. ClothingContainer.Apply adds child renderers a self-only capture misses.
RenderType.Off only kills the shadow, not the draw: use Tags.Set("viewer", true) on the visual root plus camera RenderExcludeTags for correct first-person body hiding.
On a dressed citizen, GetAllComponents<SkinnedModelRenderer>().FirstOrDefault() can return a bone-merged clothing renderer (a hat) instead of the body, silently, with no null. A sequence probe then reports every clip absent. Select the body renderer explicitly.