Introduce abstract 4,6,8 adn 12 classes.
Move the Movement class from ObjectList to individual object classes.
Add Mirror Cube 2x2 and 3x3.
Make object scrambling abstract (well, almost - with exception of Square-1 - this theoretically could also be done the generic way, but this would require almost 20000 'ScrambleStates')
Remove statics from the Square classes.
Convert Square-2 to the new generic scrambling algorithm.
In order to do it we need to introduce a third, artificial rotational axis - otherwise the algorithm would make it impossible to rotate the lower layer and immediatelly after - the upper.
Fix the Square-2 isSolved() (it was wrong even before!)
Remove the last 'isSolved()' (from Dino4) and put it to the parent class as a special case.
Finally remove cubit creation from the implementation classes and move it to the TwistyObject.
Convert the two Squares to the new scheme.
Important step towards making the implementation of an individual puzzle code-free (i.e. data-only): move the 'MeshBase[] mMeshes' variable from the individual classes to the parent TwistyObject.
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.
Standarize drawing stickers of a twisty puzzle. From now on, there's no 'sticker drawing' code in the individual classes, only some constants.
Square-2: correct detecting the solved state.
Square-2 fix.
Introduce Square-2 (unfinished)