- Updated loadout_selected signal to emit dict with full loadout info
- _on_loadout_selected_for_session now extracts weapon/armor/healing names
- HUD now shows gear names from selected loadout
- Cost tracker skipped for JSON-based loadouts (need DB save first)
- start_session now uses _session_loadout_name for HUD display
- Added _setup_session_cost_tracker to initialize SessionCostTracker
- Added _on_cost_update callback to update HUD with live costs
- Loadout name now appears in HUD instead of 'Default'
- Modified on_start_session to show LoadoutSelectionDialog first
- Added _on_loadout_selected_for_session callback
- User can now select a loadout or skip before session starts
- Selected loadout info is logged and stored for session
- Non-Shrapnel loot = definite kill
- Shrapnel: every 2 Shrapnel = 1 kill (since mobs drop 1-2 Shrapnel)
- This handles mobs that drop only Shrapnel
- Reset Shrapnel counter on session start
- Add shots_fired counter to HUDStats
- Display SHOTS in HUD next to DAMAGE DEALT/TAKEN
- Track 1 shot per damage event
- Fix kills: count when non-Shrapnel loot is received
- Shrapnel excluded from kill count (every mob drops it)
- Use actual weapon decay (PEC) from API instead of broken DPP calculation
- Add decay and ammo_burn to weapon stats passed from Gear Selector
- Cost per shot = decay (in PEC) / 100 = PED
- HUD now shows: LOOT, COST, and PROFIT/LOSS (P/L)
- Profit/Loss color-coded: Green=profit, Red=loss, White=break-even
- Cost estimated from weapon DPP and damage dealt
- Weapon stats (DPP, cost/hour) passed when starting session
- Tracks cost per shot based on damage output
- All stats persisted in HUDStats dataclass
- Remove auto-kill counting on loot (was overcounting)
- Add GearSelectorDialog to select weapons/armor/tools from Nexus API
- Add Tools → Select Gear menu (Ctrl+G)
- Selected weapon now shows in HUD during session
- Uses mock data from nexus_api.py for now
- LogWatcher callbacks now queue events instead of direct DB access
- Main thread processes queue every 100ms
- Fixes 'SQLite objects created in a thread can only be used in that same thread' error
- Loot will now be properly recorded to database
- log_debug/info/warning/error now use _append_log directly
- Avoids AttributeError when log_watcher is None during init
- LogWatcher is only used for game events, not UI logging
- main_window: Actually call hud.start_session() to reset stats and start timer
- hud_overlay: Add SetWindowPos refresh after WinAPI style changes
- This fixes stats not resetting and drag not working on Windows