11,471 Commits over 3,561 Days - 0.13cph!
wip rework of way unit database is created, moving to creating units per team, isntead of making a pool of units and pulling from that to make the teams.
reworking some career league/team generation stuff in prep for career balancing work
moved career and logo generation to coroutines.
added progress bar to career creation.
UI is fucked.
bail out early in career load when we're just grabbing info for save slot preview (don't run any init actions etc)
set create button enabled flag to false when creation data is invalid
more career creation customisation wip.
career start news item now includes manager name.
team name / manager name inputs set to Name type
sort kit colour picker by kit definition id
setup player team name/manager name
added CareerCreationParams, fill it out in career creation, passed to Career.CreateNew()
some career creation limits/validation
career creation colour picker creates palette from kit definitions
merged new career creation flow to main
full save/resume/career creation flow now works, via creaction screen (cancel/create buttons work, but creation details don't yet)
wip basic career creation screen, scripts, setup
can now hold shift in unity editor when clicking an existing save slot to first delete the save then create a new one in it's place.
correct team logo shows on career save slots
each career save slot has it's own team logo folder
save slot delete button works
more save slot work, now have 3 save slots, shows create new or resume per slot. show preview info like team name etc for existing saves.
createresume prefabs, layout
mocking up UI for career creation/resume/saves
added LogoImage.ClearCache(), call it at start of career mode load incase you start a new career or something in the same session (or newly generated logos wouldn't be reloaded, it'd grab the old ones)
quick implementation of Texture2D caching on access for LogoImage
set placeholder values to N/A instead of numbers on matchoutcome screen
career UIUnit_Detail now shows modified stat values to include mods
more cleanup, moved some logo init stuff out of career into a new logo class function.
logo texture generation caches the last used render texture isntead of creating new ones each time.
can now hold left shit in unity editor when making purchases to force can afford check. (do it as you click tabs etc to get buy buttons too)
unit detail cards now reresh to show mod slots as you equip them from inventory.
reworked some detail/detail card stuff, cached some components etc.
floating cash transaction improvements
figuring out some prep for career mode creation
updated Unit_InfoPanel prefab with temporary nickname text.
unit hover panels now show career nickname if applicable.
added scrolling transaction popups from wallet when transactions are processed
NewsItem now takes a parameter for highlight type - none/highlight/critical.
added proto/serialize for NewsItem highlight type.
added test data for highlight types to new career creation.
added opportunity pass/success/fail news items - will add more specific news items per opportunity type later.
added manager name to team definitions ready for career creation screen, protobuf/serialized them.
create random manager names for all teams on career creation. (first + last name combo)
updated team view prefab to fix owner name display, now displays owner name again too.
added short/long mod description functions to CareerUIUtils.
Mod market now shows the correct (long) mod description text for each mod.