added commission tracker to HUD
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@@ -18,7 +18,7 @@ A pass over the actual tree on 2026-05-30 shows the code is **well ahead** of §
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- **Save — rearchitected, the "empty save" bug is gone.** `UGlobalSaveGameData` is now the durable state container with granular `Add/Update/Remove` for `WardrobeItems`/`EquippedItems`/`WorldItems` (all `FItemSaveRecord`). `USaveSubsystem::GetCurrentSave` creates + seeds a new save from `StartingSaveData`. `GameMode::BeginPlay` rehydrates world `AItemPickup`s from records with transforms. Round-trip architecture is in place.
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- **Phase 2 — done.** `Interactables/ItemPickup` is the world item actor; drop/pickup + interaction (`Interaction/InteractionComponent`) exist.
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- **Phase 3 — done.** `SessionManagerSubsystem` + `SessionLossResolver` as previously noted.
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- **New since snapshot:** `Censorship/CensorshipComponent`, `Clothing/ClothingVisualsComponent` (runtime per-slot mesh spawning) + `ClothingSlotsData`, GASP-style movement enums (`Global/Gait|Stance|AirMode|MovementState`), and a full **UI layer** (`UI/HUDWidget`, `GameLayoutWidget`, `Inventory/*` panels, **`RadialMenu/*` = the §14.1 quick-action menu**).
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- **New since snapshot:** `Censorship/CensorshipComponent`, `Clothing/ClothingVisualsComponent` (runtime per-slot mesh spawning) + `ClothingSlotsData`, GASP-style movement enums (`Global/Gait|Stance|AirMode|MovementState`), and a full **UI layer** (`UI/HUDWidget`, `UI/HUDCommissionTrackerWidget` = on-screen active-commission tracker, `GameLayoutWidget`, `Inventory/*` panels, **`RadialMenu/*` = the §14.1 quick-action menu**).
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- **Minor spec drift to fix when convenient:** `ERestrictionType` spells `BlockPhoneUse` as `BlockPhoneUsage` and splits the GDD's single `BlockExposeAction` into `BlockBoobsExpose`/`BlockVaginaExpose`/`BlockAnalExpose`. `FClothingRestriction` fields lack `EditDefaultsOnly` so they aren't author-editable in the asset. Not blocking the slice.
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§1 should be rewritten in a later pass; until then, trust §0.1 over §1 where they disagree.
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