Minor
Dino solvers: unroll moves!
Dino solveers: change the rot axis
Dino4 solver: appears to be working now.
Dino4 solver: code finished, but still doesn't work.
Decouple (to a large degree) the OpenGL Library from Android.
Dino4 solver: progress.
Dino4 solver: skeleton.
Dino6 solver: corrections to the pruning engine.
Dino6 solver: pruning version done.
Dino6 solver: tablebase computed. It doesn't quite work yet though.
Dino6 solver: 2 functions missing.
Dino6 solver: skeleton tablebase class.
Square-0: icon.
Switch off Square-0
Lower Square-0's complexity to 1.
Add Square-0
Speedups for setupPosition(). Now the 587 moves of the Burr Cube is getting done visibly faster.
Up the MAJOR version to 9 to account for the new SPLIT type supported by the interpreter.
Make the Masterball built-in - we need to displace the old version of it with an old scrambling mechanism.
Support split type 'EDGE_COIN' in case of every shape.
new SPLIT type: type EDGE_COIN (will be used in Coin Tetrahedron).Only supported in Tetrahedrons for now.
Debugging.
Make it possible to actually play at the MAX level the objects which have too many rostations for a normal SCRAMBLE effect (and instead do a FAST_SCRAMBLE)
Skewb solver: corrections for error detection.
Skewb solver: pruning version works now.
Skewb solver: full TB version works now.
Progess with Skewb solver.
Jing: a TablebasePruning-based solver finished and working.
Jing: a TablebaseAbstract-based solver finished and working.
Jing tablebase. New, less pillowed Jing mesh.
Bugfix; connect MIRR2 to perfect TB-based scrambling.
TablebasesPruning seems to be working now, at least with Cube2.
Progress with TablebasesPruning
Minor.
Pruning tables for Cube2 (levels 4,5,11)
PruningTables now support numBits=20,24.Progress with TablebasesPruning.
PruningTables now being correctly created in CreatorActivity and read in by the main app.
creation of PruningTables.
progress with PruningTable.
New PruningTable data structure for solvers.
Cube2 tablebases solver finished.
Skeleton Cube2 tablebases class.
Master Icosamate: mesh, jsons.
Master Icosamate: fully works now.
Progress with Master Icosamate.
Icosamate: correctioon.
Master Icosamate: first code.
Icosamate: switch it off
Icosamate: icon
Icosamate: default rotation
Icosamate: mesh, jsons.
Progress with Icosamate
first attempt at Icosamatenew PL tutorial for the Crazy Planets
'Clever' pyraminx scrambling done.
First version of 'clever' pyraminx tablebase scrambling (with layers 2 & 3 combined if possible)Still incorrect.
Make it possible to return rowBitmaps from ObjectScrambler (rather than single rows)
Move corner orientation from SolverPyraminx to TablebasesPyraminx (we'll need it for better-looking tablebases scrambling)
Tablebase-based scrambling.
Close assets after use.
Introduce InitAssets. We'll use this later to pass on references to the tablebase file to the TwistyObject (so that it can use this for perfect scrambling)
Diamond Skewb solver should be fully working now.
Progress with the Diamond Skewb solver.
New button in the solver screen: reset all textures.
Progress with Skewb Diamond solver.
Beginnings of Skewb Diamond solver.
Disconnect the rotation axis in the Tablebases from the axis in the objects.
Pyraminx solver: tablebase working now (tipless, tips to be added in the SolverPyraminx class)
Pyraminx solver: progress
CU_232 solver: finished
CU_232 solver: beginnings of the solver class.
Beginnings of the 2x2x3 solver.
fix for a crasher.
Bump first 4 jsons to version 8
Bump major to 8 (in accoount of the BAN6_4 - Burr Cube - where scrambling woudn't work with version 7)
Ivy solver finished
Small corrections
Correct Ivy's order of cubits.
Ivy Solver: implementations of getIndex() and getQuats() remain.
Constants for scrambling types.