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Beulea's EVE Contracts v0.2.0

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@beulea beulea released this 27 Jul 09:58
· 1 commit to master since this release

Added

  • Abyssal results can be sorted by overall roll quality — the ★ score now has
    its own Roll column, and clicking it puts the best rolls in the class on
    top (again for the worst, again to switch it off). It answers a different
    question than sorting by one stat: on stasis webs the two orders share nothing
    in their top ten, and on mining modules they're barely related at all. The
    score also stopped shoving the module name around now that it has a column of
    its own instead of sitting inline after the title.

    The column only appears when the score means something. It's a standing among
    the class's listed rolls, so a class with a handful of them can't produce one:
    resampled against real classes, five listings put a middling roll anywhere
    between 0% and 100% depending purely on who else was listed that day. The line
    is now fifteen, and below it there's no ★ column rather than a column of
    dashes — "not enough listed to say" instead of a confident-looking guess. On a
    live snapshot that's 13 classes of 88, holding about 1% of all listed rolls.

Changed

  • Clear all now clears exactly the filter chips you can see, and nothing
    else. It used to reach past them and reset filters on other tabs, where no
    chip was showing to warn you, and it cleared the abyssal roll sort — sorting
    isn't filtering, and the ordinary sort was never cleared either. It also
    missed one, leaving "Hide item asks" behind. So it's now per-tab: your class,
    your sort, and anything set on another tab all survive it. Nothing can hide
    from it either — a filter always has a chip on the tab where it actually
    narrows anything.

  • Leaving the Abyssal tab and coming back no longer throws away your work. The
    stat ranges you'd typed, the base modules you'd narrowed to, the column sort
    and which stats you'd left showing in Stats were all cleared by the round
    trip, even though the class never changed — the reset meant for switching
    classes was firing on switching tabs. The Stats one also quietly changed the
    ★ score, since a stat that reappears starts counting toward it again.

  • The Favorites tab no longer shows filter chips it doesn't obey. Filters set on
    another tab stay set — that's deliberate — but Favorites builds its list from
    what you starred and reads none of them, so showing them there (with a Clear
    all, no less) claimed they were doing something.

  • Picking an abyssal module is responsive again. Every keystroke was re-counting
    every listed roll in the snapshot to build a list it then filtered in memory.
    That list is the same until the next snapshot, so it's now loaded once — and
    the count behind it got about five times faster on top of that, because the
    join it runs was opening a row in the 400,000-row item table for every rolled
    module it counted. A new index carries what it needed, so it opens none.

    Adding that index changes the local database's shape, so the contract
    snapshot is re-downloaded once
    after this update.

  • Clear all no longer closes an abyssal search. The class you're comparing
    rolls within isn't a filter — it's what the whole table is — and clearing it
    emptied the screen instead of widening the search. It also stopped being
    listed among the filter chips, where it was a second copy of the picker
    sitting right above it; removing it from there is what lets Clear all mean
    every chip, with nothing held back. Its own × is unchanged.

  • A column added in an app update now appears where it was designed to sit,
    even if you'd previously dragged your columns around. It used to be tacked
    onto the end of the row instead — and saved there.

  • Sorting now lives entirely in the column headers. The sort dropdown is gone —
    every option it had is a click on the column itself, in either direction, and
    results no longer depend on which of the two controls you touched last. In
    the Abyssal table the two used to disagree outright: the Price column won
    while the dropdown carried on showing a different sort. In Favorites the
    headers did nothing at all — clicking Price moved an arrow, left the list
    untouched (it's always newest-starred first) and quietly changed the sort on
    your other tabs; they're plain labels now. Contracts also gained an Issued
    column next to Expires — the list has always defaulted to newest-first, but
    never showed the date it was ordering by.

Fixed

  • Unticking stats in Stats sticks. Clearing the last few — or all of them —
    used to hold until you narrowed to a base module or came back to the tab, at
    which point every column you'd hidden reappeared, taking its share of the ★
    score with it. The chooser now only starts over when you pick a different
    class, whose stats are different stats anyway.

  • Roll filters for stats that only go negative no longer need the minus typed.
    A stasis webifier's Max Velocity rolls between −66% and −54%, so typing "60"
    used to ask for values above +60 and quietly return nothing. It now reads as
    the −60% you meant. Typing the minus still works, values are still shown
    signed, and stats that can roll positive are untouched.

  • Abyssal webs were rated backwards. On a stasis webifier, Maximum Velocity
    Bonus is a penalty — a -69% roll slows harder than a -50% one — but the app
    read it like a propulsion module's speed bonus, so the best webs showed a red,
    near-empty roll bar and sorted last, while the worst ones came out green with
    a top quality score. Roll bars, colours, the quality badge, the weak-roll
    chip, sorting and the compare table now all agree that lower is better here.

  • Assault Damage Controls had the same problem on Activation time: a longer
    resistance window is the good roll, and it was being marked as the bad one.

  • Result rows line up again: contracts without a single obvious item (packs,
    couriers) used to render no icon at all, so their names sat further left
    than everyone else's. Every row now has the same icon slot — the item's own
    icon when there is one, a box for multi-item packs, a truck for couriers.

  • Reordering columns is far easier to grab: drag anywhere on a column header to
    move it, instead of hunting for a tiny handle that sat a pixel or two from the
    resize edge and kept catching the wrong one. Clicking a header still sorts and
    the right edge still resizes; both now show a hover tooltip saying what they
    do, and columns can be reordered from the keyboard — focus a header and use
    ← / →.