Correct Dino row chances ( the middle row should never move! )
New Dino images.
Move the knowledge about colors of individual cubit faces down to each Object subclass.
Stop crashing when the last installed version has an Object remembered, then we install a new version without this Object in the RubikObjectList.
Progress with RubikDino.
Progress with the Dino.
Beginnings of support for a new Object: the Dino.
We need to up the version to 1.3.5 - new release to AppInChina because of the previous commit
Catch possible exceptions setting up the Renderer (possible on very old devices) and display the OpenGL error popup.
We need to pause an Activity in the following way:
1) Activity.onPause()2) View.onPause()3) Library.onPause()
otherwise sometimes there are artifacts when pausing!
Display the 'Privacy Policy' dialog (only if locale is set to ZH - chinese requirement)
Correction of the size of '3x3x3 Solver' bitmaps.
Solving time - display it more accurately.
Make the Scores Dialog screen-size invariant.
Reinvent the Pattern Dialog (Part 3)
Reinvent the Pattern Dialog (Part 2)
Reinvent the Pattern Dialog (Part 1)
Introduce HUGE ui version.
Catch an error that sometimes happens in the field.
Introduce three sizes of UI images: small, medium, large.
Re-introduce possibility to dynamically create object mesh: part 2.
Re-introduce possibility to dynamically create object mesh.
Save the name of the current state to Shared Prefs (and not the ordinal which might change in the future!)
Speed up WinEffectGlow - MEDIUM quality is fully enough.
Introduce two-fingered object resize.
Make the margins and paddings proportional to screen size.
Shorten some strings
Object node: size of screenWidth.
Improvements to the Menu.
clear moves when the change the object.
cube_back and cube_solve buttons.
Remove the 'MAIN' state.Fix one crasher with two-fingered dragging in the View.
Improve setting text size in Spinners (forgotten part).
Improve setting text size in Spinners.
Improve rotations of the Pyraminx; synchronize begin/add/finish Rotation in the RubikObject (now it is possible to begin new rotation when an old one didn't finish yet!)
Improvements to the UI - make it proportional regardless of the physical screen size. (Part 7 - last 2 Dialogs)
Improvements to the UI - make it proportional regardless of the physical screen size. (Part 6 - next 5 Dialogs)
Improvements to the UI - make it proportional regardless of the physical screen size. (Part 5 - first 3 Dialogs)
Improvements to the UI - make it proportional regardless of the physical screen size. (Part 4)
Improvements to the UI - make it proportional regardless of the physical screen size. (Part 3)
Improvements to the UI - make it proportional regardless of the physical screen size. (Part 2)
Improvements to the UI - make it proportional regardless of the physical screen size. (Part 1)
Minor tweak.
Make the top three controls in the Play state reach all the way from the left to the right edge of the screen.
Move the 'Effects' thing to a button in the Play state.
Report to Firebase exceptions with dismissing the Main Dialog.
On object change, report FPS to Firebase
Two-fingered object rotation seems to be finished.
Progress with dragging.
Simplify dragging. Now there's only 1 Quat, rather than the old way with two (Accumulated, Current).
Progress with improvements for cube manipulation.
Initial attempt at two-finger rotation.Mostly works; still, one corner case doesnt:
- put two fingers down, start rotating- lift one of them up- put it back down
depending if we lifted the first or second finger, weird things may happen.
Further improve rotations of a Object layer - make them independent of physical screen size (now it depends on the angle of rotation and, if that's 0, on the speed (in inches of second) of the finger swipe done by the user.
Make the rotations and drag be independent of physical screen dimensions - take into account pixel density.
Split up the onTouch() part of the View.
Improvements for the way we rotate layers of Objects: make it possible to begin a rotation during a WIN effect.
Improvements for the way we rotate layers of Objects. (take the speed into account - so even if we rotated a layer of a Cube to less than 45 degrees, but we did it fast, do a 90 degree rotation!)
Only compile the Full, Normal & OIT programs when they are actually needed.
Take advantage of recent improvements to the library and stop allocating a queue of 4 FBOs - even if we are running on a Mali r12.
Read the meshes from .dmesh files (rather than compute them dynamically).This (along with single-mesh mode) hopefully makes the rendering much faster, while keeping the time needed for Object Change low.
The only downside: this increases the size of the release APK from 6 MB to 9.6 MB.
Speedup for rendering: cubes 2,3 contain better quality cubit faces (more vertices) than cubes 4,5.
Convert the PostRender to a PreRender, called before we render.This makes more sense as this way things are prepared for the very first render.
Bugfixes.
Minor speedup
Bump version to 1.2.2
More progreess porting RubikCube. Rotation mostly working now.
More progreess porting RubikCube.
Progreess porting RubikCube to the new SingleMesh mode.
Begin porting RubikCube to the new SingleMesh library. This will make rendering much faster - e.g. in case of Cube 5, instead of 98 renders of individual Cubits, there will be one render of the whole Mesh.
Port RubikCube to the new library.
Only show the OpenGL Error dialog when the underlying hardwarre does not support OpenGL ES 3.0.
Add OpenGL Error dialog.
Progress making it possible to apply Vertex Effects only to some Components of a Mesh.
Correct a crasher introduced in 1.2.0
Switch off showing FPS.
Report an Analytics event when a user changes State or Object.
Report a Crashlytics non-fatal if we fail to compile some shaders.
Hopefully get rid of the most common crash in the field right now by changing the States to always create all their Views from scratch.
1) Cube: convert it to the latest library. Main difference: objects are rendered better, individual cubits have rounded corners.2) Examples: some adjustments to MeshJoin & Predeform3) Library: fix a bug in main_vertex_shader's 'degree' function, which didn't work proprely in case of a vertex which was exactly at the center (i.e. vector PS was zero)
In library: allow a mixture of a deep and shallow copy of a Mesh ( mVertAttribs1 might be copied deeply or shallowly, mVertAttribs2 are always copied deeeply).Port RubikCube to the new library.
Fix a nasty logic error that let people submit bogus results.
Fix for the next crash seen in the field.
Fix for a crasher seen in the field.
Minor.
Improve the way we fill up the Scores tab - now it follows what user's doing, so if he changes tabs when the dialog is filling up, he won't have to wait so long.
Smaller halo.
Fix for another crasher from the field.
Change the Postprocessing effects: separate the radius and the halo.Reason: we needed a way to specify the size of the halo around a postprocessed object; before it was automatically (and not very correctly) computed from the radius - before we knew the size of the object's bounding box, so this automatic computation was possible. Now we're removing the MashBase.getBounding(0 API, so the size of the halo has to be explicitly given by the user. This way is more correct anyway and gives the user more control (as the Multiblur app proves!)...
Fix for the next crasher from the field.
Adjust the app to match the changes in library.
Looks like we'll have to add 1 dim to the GLOW effect.
Remove the 'touchscreen required = false' from the manifest (because or a bug in Samsung App Store - it marks such apps as incompatible with any device)
One more fix for the latest bug from the field with Play state Spinner.
- bump version to 1.1.2- fix one crasher observed in the field ( we need to adjust the Levels Spinner in Play state if Object changed in Pattern or Solver states )
Fix clicking on the 'Distorted.org' link; get app version from build.gradle (and not from strings.xml)