Remove statics from the Minx classes.
Convert the 4 Minx'es to the new scrambling paradigm.
Remove the last 'isSolved()' (from Dino4) and put it to the parent class as a special case.
Standarize the 'isSolved()' method: now all objects, except one (Dino4) have a standard isSolved().This incidentally also fixes detection of the solved state in case of Diamond4, i.e. a Master FTO.
Finally remove cubit creation from the implementation classes and move it to the TwistyObject.
Convert Megaminx to the new scheme.
Convert the Ivy corner cubit to the new, 'universal' cubit creation method.
This forces deep changes to 'createRoundSolid' and the underlying 'MeshPolygon' class to make them support arbitrary Polygon 'centers of face convexity'.
Reason: the faces of this cubit are concave and such default 'center of face convexity' (which by default used to be (0,0)) turned to lie outside the face - which produces strange visual artifacts.
Move the TwistyObject.retCubePosition() to the solver.
Minor.
Improve scrambling of the Minx'es and the Redi, which in full scramble mode were frequently leaving large corners unscrambled.
Preparation for 'smart scrambling' : introduce the total number of scrambles to the 'randomizeNewScramble' function.
Minx'es: fix for the automatic rotations.
Make it possible for an object to have different 'basicAngles' along each of its axis.
Hide more stuff in the TwistyObject class.
Remove the need for RowChances.
Beginnings of a new object: Skewb Ultimate.
Create new meshes.
New cubit engine: finish converting Kilominx & Megaminx.
New cubit engine: convert Kiliminx & some Megaminx.
Progress with any size Kilominx.
Refactor the automatic scrambling. From now on, it is not needed to care about single and double turns when randomizing a new turn.
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.
Make the Minx objects a little bigger by default.
Add Gigaminx dmesh.
Improve the way we scramble the Kilo and Megaminx.
Progress with Megaminx.
Beginnings of Megaminx & Gigaminx
Rename 'Minx' to 'Kilominx' - there would be a separate 'Kilominx' and 'Megaminx' series.
Darken the orange color; lower the perspective FOV angle when playing with the Minx.
Progress with the Kilominx - rotations.
Progress with the Kilominx - shape of the mesh.
Progress with the Kilominx - color map.
Progress with the Kilominx.
Megaminx family: part1 (doesn't work yet)