11,282 Commits over 3,500 Days - 0.13cph!
refresh roster unit list when adding a mod to a unit in unit view
added a new opportunity outcome type: OODurability - modifies the durability of a random unit in the player's roster.
added a Mechanic opportunity using the new durability outcome. Gain or lose.
increased the amount of cash won or lost by the Gamble opportunity.
added UnitRoster.GetRandomUnit()
hooked up career exit button, enabled it.
reworked career mode enter/enable logic, enter-exit-enter flow now works.
Player league fixtures now get get reordered by team difficulty (so generally each match is harder than the previous)
Added LeagueFixture.GetAITeam()
reworked UICareerResultsTable to use UICacheList
reworked UICareerLeagueTable to use UICacheList
added generic UICacheList class, to handle instantiating UI item lists and caching them, growing list as needed etc.
Move UIUnitList, UIUnitModSlots, roster view and market views to using UICacheList, so no instantating when switching tabs. Tabs now switch faster.
Different prices per mod type.
Mod market value now caclulated correctly.
Unit market value now includes equipped mods.
Finally found and fixed the match outcome bug where it was really difficult to click the continue button somtimes. (fast forward button was blocking it if you end the match on your turn)
more mod slot refactor, slots now limited to a max of 1 movement mod.
Market units are now created with empty mod slots.
Refactored some unit slot creation/fill code.
health modifications from sources other than units (eg tile burn dmg) now trigger health change display
create market units with empty random slots
generate movement mod slots too
increased cash won per victory or defeat
merged everything to main
added a quick placeholder stats button to team view to toggle stat graphs
fix career object active in scene
added a new career map
fixed missing default squad for car2 map
wip modslot rework (support for type-specific slots and mods)
merged stat tracking/graphing to main
Team career stat histories are now serializaed/deserialzed, rebuilt with reflection so only the values need to get written to disk, not info.
Set opportunity chance back to 0% for now.
Team rating now correctly calculated based on sum of all it's unit's ratings.
fixed GraphMaker shitness (divide by zero error)
fixed the 144 tooltip errors when shutting the game down :D
wip CareerStatHistory serialization
CareerStatHistory and CareerStatHistories protobuf defs
disable create button on career creation screen when clicked so you can't reclick it while career is being created
more stat/graph work.
merged from main.
can now tag properties with multiple [CareerStat...] attributes so a stat can be recorded both weekly and seasonally etc.
[CareerStat (name, description, frequency)] custom attribute now works.
added CareerStatHistory and CareerStatHistories to manage auto tracked stat collections.
CareerTeam now records weekly interval stats.
Reworked team ratings, they're not randomised numbers anymore. Now calculated from sum of unit stats.
Pressing shift at career creation when in unity editor will now fill manager/team new with default values instead of blank (fixes a logo crash when fast-creating)
merge from main, fixed logo bug from merge.
added CareerDefines.PlayerTeamIndex for use with career generation stuff.
added error message when trying to equip a mod to a unit that fails the requirements check (can't see it as global message is hidden by career UI atm)
Implemented mod ranks 1-3