September 7
Lots of progress has been made. Realistically, I should have posted a Dev Log a few days ago as the UI was coming together, but it slipped my mind at the time. Most of the UI work for the Loadouts tab is done, and more than that, it even partially functions!
The initial view of the Loadouts tab looks like this:

Each loadout has its own card in the table, with up to four visible at a time. For now, the weapon icon is a generic icon, and is not based on the set's weapon, it will make sense in a bit. Alongside the name and save date of the loadout, you can also see some of the stats of the loadout on the right.
The top row of stats is ATT (or M.ATT), and DEF. For space reasons, the shown value is divided by a thousand and rounded down to one decimal place. EX: 39457 ATT would show as 39.4. On the second row, in order, you have Attack Speed, Balance, and Critical.
It is not yet functional, but loadout cards will also have the same type of hover tooltips as Profiles, with more stat info shown, and a description you can set yourself.
On the right side of the tab itself, you will see another copy of the New/Save/Edit/Delete block from the Profiles tab, nothing new to cover here. Above that block, you will see a new Armory piece for option icons. This one lets you switch between List view and Grid view. List view is what you see here, and Grid view is used to filter down your loadouts list, in the event you have a lot of them. It looks like this...

Each weapon type has a pre-determined icon to "represent" that weapon, with the goal of being as distinguishable as possible. These are also the icons used for the loadout cards in List view. Once you click one of the icons on the grid, you will be switched back to List view, except that the only loadouts that will be shown are those of the selected weapon type. For example, if I have 55 saved loadouts, and I click Teide, I would only see the 9 loadouts that have a Teide equipped.
Beyond just the visual aspects, most of the work for loading loadouts is already done. This is why the image of the List view only has one loadout, instead of the usual mockup filling the viewing area. That one loadout is being loaded from the server, and the Armory code is actually able to also load its data when selecting it.
My next step from here is to finish my item data string interpreter, as while it can successfully pack item data (as was used to create this loadout save), it is not able to unpack them at all. Once I can do that, the Armory is going to be painfully close to actually being usable. To avoid getting hopes up, it is still quite a ways off release, but once loadouts can be loaded (and later saved), that will be a huge progress landmark in itself.
Last edited by Shippuu on Wed Jun 01, 2022 2:08 am; edited 1 time in total (Reason for editing : Name consistency)