Convert the Helicopter face cubits to the new engine.
Correct still one bug with collapsing stickers in teh new Cubit engine.Convert the Helicopter corner cubits to the new engine.
Convert the Skewb.
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 second and third object, the Pyraminx and the Diamond, to the new Cubit-creating engine.
Convert the first object, the Cube, to the new Cubit-creating engine.
Move Factories to the 'helpers' package.
Rename packages
Face cubit creation: progress: rounded corners
Master Kilominx: mesh.
Master Kilominx: icons.
Any size Kilominx: finished
Progress with any size Kilominx.
Comment.
Making the Diamond class support any size: finished.
Progress making the Diamond class support any size.
Automatic scrambling of the Evil Cube works!
Bugfix.
Simplify the 'bandaged' class API.
New Bandaged tutorials.New Korean tutorials.
1) in case of several obejct, we need return to the original max num of scrambles - otherwise the records in the DB do not show.2) implement proper automatic scrambling of the 2Bar and the 3Plate bandaged cubes.
Refactor the automatic scrambling. From now on, it is not needed to care about single and double turns when randomizing a new turn.
Minor
Change the automatic scramble API in the TwistyObject - in preparation for automatic scrambles in the Bandaged Objects.
Switch on Dmeshes - in light of the previous fix, they work now.
Add bandaged meshes - switched off for now, since something doesn't work.
Transpose the Object Popup
Bandaged objects: icons
Bandaged objects: first step making automatic scrambling work.
Make manual scrambling work.
Progress with 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.
Change Cubit.mRotationRow[] from an index pointing at a single rotating layer to a bitmap potentially pointing at several layers.(in preparation for bandaged objects)
Simplifications.
Simplification with objects.
Progress with bandaged cubes.
Beginnings of support for bandaged versions of the 3x3 cube.
Always use only (max) 10 levels - (max) 9 'initial' Levels + Full Scramble.
Make the Minx objects a little bigger by default.
Fix movements of objects - before it really worked only when an object's FOV was about 60 degrees.
Add Gigaminx dmesh.
Do not block the UI if, for some reason, some of the effects failed to get added to the Queue. Just fail to rotate.
Improve the way we scramble the Kilo and Megaminx.
Megaminx mesh.
Progress with Megaminx - icons.
Progress with Megaminx.
Progress with Megaminx. Darken the RED color.
Beginnings of Megaminx & Gigaminx
Rename 'Minx' to 'Kilominx' - there would be a separate 'Kilominx' and 'Megaminx' series.
Minor.
Darken the orange color; lower the perspective FOV angle when playing with the Minx.
Skewb Diamond: make the color scheme more standard.
Make the color scheme more standard.
Solve bug with detection of the Rex Cube solved state reported by Hitendar Goal.
Plug two more memory leaks.
Kilominx: mesh
Kilominx: icons
Progress with the Kilominx movement (appears to be working now)
Progress with the Kilominx movement (still not working)
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)
Cleanups
Rex Cube - mesh.
Rex Cube - new mesh, textures and icon.
Rex Cube Mesh
Bump version to 1.6.1
Progress with the Rex Cube (icons)
Progress with the Rex Cube (stickers)
Progress with the Rex Cube (rounding corners)