Correct the dino mesh to eliminate the visible seams.
Make it possible for an object to have different 'cuts' along each of its axis.
Make it possible for an object to have different 'basicAngles' along each of its axis.
Remove the need for RowChances.
Fix solved state detection of the Dino4
Simplify.
Objects: tidy up some repeated code.
New Cubit Engine: add adjustable centers.
Convert the Dino and one of the Skewb's cubits to the new engine.
Convert the first object, the Cube, to the new Cubit-creating engine.
Move Factories to the 'helpers' package.
Change the automatic scramble API in the TwistyObject - in preparation for automatic scrambles in the Bandaged Objects.
Change the Cubit center from a Static3D to a float[].The point: now we can have more than one center, and bandaged objects need more than one, because in this way they are going to fill up their RotationRow bitmaps.
Add Gigaminx dmesh.
Beginnings of Megaminx & Gigaminx
Make the color scheme more standard.
Fixes for the Rex Cube (mostly works now)
Preparation for the Object Info popup: add the name, inventor, complexity info to each object.
Make the texture multi-row: avoid the maximum texture size.
Progress with Skewb familty; separate StickerFactory class.
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)
Objects must explicitly provide a list of offsets specifying where the cut planes are (rather than just a BASIC_STEP - the width of the layer - which is insufficient in case of objects which have layers of vastly different width, like the Master Skewb)
Beginnings of support for any-sized Skewb.
CubitFactory: unify creating MeshPolygon bands.
- 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
Minor.
Simplify drawing textures.
Add a CubitFactory and convert all objects to use it. Biggest change is thr Pyramiinx which now uses a lattice of Octahedrons and Tetrahedrons, just like the Diamond.
Progress with the Diamond. Everything working except for the isSolved(): turns out the center cubits can end up rotated along the face by multitudes of 120 degrees.
Progress with the Diamond. Everything working, expect one thing: half of the faces are upside down, and computing offset doesn't work on those faces properly.
Rename some classes.