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)
Fixes for the Rex Cube (mostly works now)
Fixes for the Rex Cube (still doesn't work)
Adding Rex Cube - take 1 (doesn't work yet)
Improve the Ivy mesh.
Fix a long standing bug in the way we detect if a Cube or Pyraminx is solved. The reason for all those 'impossible' records being submitted.
Preparation for the Object Info popup: add the name, inventor, complexity info to each object.
New Ivy mesh.
Slight improvement for the Ivy Mesh.
Mesh for the Ivy.
Icons for the Ivy.
Progress with the Ivy.
Even more debugs for the 'failed to restore preferences' mystery.
1) Progress with the Ivy2) further refine defense against failing to restore preferences.
Progress with the Ivy
Bugfix
Beginnings of the Ivy Cube.
Missing meshes; fix the Solver.
New Meshes for all objects.
Icons for the Skewb Master.
More error reporting - this time in Scores.
Improve the Skewb; set max components to 110 in MeshBase so that all of Professor Skewb's components fit.
Make the texture multi-row: avoid the maximum texture size.
Report to Crashlytics if we fail to restore preferencees (2)
Report to Crashlytics if we fail to restore preferencees.
Report to Crashlytics if the fail to set texture due to it being too large.
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)
Move computation of the rotation rows to the Object from Cubits.
Beginnings of support for any-sized Skewb.
New meshes.
CubitFactory: unify creating MeshPolygon bands.
More debugging for the case of suspicious submits.
Swap Redi with Helicopter.
More unification in CubitFactory.
New API for the library: add an empty texture component to a Mesh.Use this in thr Magic Cube to add empty texture components to some types of cubits.
Unification of the way we round the corners of various cubits.