Cube Control: step 2.
Rename 'state' to 'screen'
- report the Graphics driver's Renderer and Version.- new Diamond, Skewb2 and Skewb3 meshes.
Fix the 6fad862b commit and remove the UI block in a proper way (i.e. the problem was that popping up the Object, Play or Menu windows was impossible while the 'WIN' glow was active)
Do not block the UI if, for some reason, some of the effects failed to get added to the Queue. Just fail to rotate.
Fixes for the Rex Cube (still doesn't work)
Change the way we request for reviews.
New 'tutorial' activity.
Do not permit clicking on the 'play' button if we are currently scrambling an object.
Spearate the concept of number of layers of an object and its size.In case of the Skewb family, this is no longer the same (Master Skewb has 3 layers but it's twice bigger than the 2-layered Skewb)
More debugging for the case of suspicious submits.
Improve Analytics reports
adjust requesting for review a bit more - now it will happen after a user has launched the app twice and played 7 times.
- after some time using it, request an App review- some tweaking for the way the objects look (set internal_color to something slightly lighter than pure black, round the corners of the stickers better)- set internal_node ratio to 1.42, this way the objects never get cut
Simplify drawing textures.
1) report all solved levels to Analytics2) automatically dismiss the NewRecord and Solved dialogs when one backs from the Done state.
Rename some classes.
Object node: size of screenWidth.
Simplify dragging. Now there's only 1 Quat, rather than the old way with two (Accumulated, Current).
Improvements for the way we rotate layers of Objects: make it possible to begin a rotation during a WIN effect.
Improvements for the way we rotate layers of Objects. (take the speed into account - so even if we rotated a layer of a Cube to less than 45 degrees, but we did it fast, do a 90 degree rotation!)
Read the meshes from .dmesh files (rather than compute them dynamically).This (along with single-mesh mode) hopefully makes the rendering much faster, while keeping the time needed for Object Change low.
The only downside: this increases the size of the release APK from 6 MB to 9.6 MB.
Convert the PostRender to a PreRender, called before we render.This makes more sense as this way things are prepared for the very first render.