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magiccube / src / main / java / org @ 977f40d3

# Date Author Comment
4489e68e 07/24/2020 02:50 PM Leszek Koltunski

Catch possible exceptions setting up the Renderer (possible on very old devices) and display the OpenGL error popup.

82f42eeb 07/22/2020 09:53 AM Leszek Koltunski

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!

b1e9596b 07/09/2020 10:48 PM Leszek Koltunski

Display the 'Privacy Policy' dialog (only if locale is set to ZH - chinese requirement)

6d4d56cb 07/06/2020 10:03 PM Leszek Koltunski

Correction of the size of '3x3x3 Solver' bitmaps.

79e752b3 07/06/2020 09:37 PM Leszek Koltunski

Solving time - display it more accurately.

362807f0 07/06/2020 08:34 PM Leszek Koltunski

Make the Scores Dialog screen-size invariant.

5de2c572 07/06/2020 12:12 PM Leszek Koltunski

Reinvent the Pattern Dialog (Part 3)

054fbee1 07/06/2020 11:51 AM Leszek Koltunski

Reinvent the Pattern Dialog (Part 2)

4debbf44 07/05/2020 10:57 PM Leszek Koltunski

Reinvent the Pattern Dialog (Part 1)

31a9f38d 07/04/2020 11:07 PM Leszek Koltunski

Introduce HUGE ui version.

b96a20a4 07/04/2020 09:48 PM Leszek Koltunski

Catch an error that sometimes happens in the field.

f6a9c538 07/04/2020 09:41 PM Leszek Koltunski

Introduce three sizes of UI images: small, medium, large.

42803ba0 06/28/2020 09:11 PM Leszek Koltunski

Introduce three sizes of UI images: small, medium, large.

fbca0033 06/27/2020 10:00 PM Leszek Koltunski

Re-introduce possibility to dynamically create object mesh: part 2.

19f0f767 06/27/2020 08:25 PM Leszek Koltunski

Re-introduce possibility to dynamically create object mesh.

59535491 06/26/2020 09:10 PM Leszek Koltunski

Save the name of the current state to Shared Prefs (and not the ordinal which might change in the future!)

3e7bb3fd 06/26/2020 08:49 PM Leszek Koltunski

Speed up WinEffectGlow - MEDIUM quality is fully enough.

c7b00dfb 06/26/2020 01:54 PM Leszek Koltunski

Introduce two-fingered object resize.

ad0c8e0e 06/26/2020 12:22 PM Leszek Koltunski

Make the margins and paddings proportional to screen size.

18d368ce 06/26/2020 11:41 AM Leszek Koltunski

Shorten some strings

5b893eee 06/26/2020 12:08 AM Leszek Koltunski

Object node: size of screenWidth.

88fb92ba 06/25/2020 11:12 PM Leszek Koltunski

Improvements to the Menu.

40c8c5fa 06/25/2020 09:38 PM Leszek Koltunski

clear moves when the change the object.

15846fe4 06/25/2020 09:35 PM Leszek Koltunski

cube_back and cube_solve buttons.

e03e0352 06/25/2020 08:53 PM Leszek Koltunski

Remove the 'MAIN' state.
Fix one crasher with two-fingered dragging in the View.

c558f011 06/23/2020 05:08 PM Leszek Koltunski

Improve setting text size in Spinners (forgotten part).

011fcfe0 06/21/2020 12:56 PM Leszek Koltunski

Improve setting text size in Spinners (forgotten part).

9513f213 06/21/2020 12:27 PM Leszek Koltunski

Improve setting text size in Spinners.

8bbac3c2 06/21/2020 12:02 PM Leszek Koltunski

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!)

52d0a923 06/21/2020 11:27 AM Leszek Koltunski

Improvements to the UI - make it proportional regardless of the physical screen size. (Part 7 - last 2 Dialogs)

fb37b424 06/20/2020 11:35 PM Leszek Koltunski

Improvements to the UI - make it proportional regardless of the physical screen size. (Part 6 - next 5 Dialogs)

2eb74743 06/20/2020 10:55 PM Leszek Koltunski

Improvements to the UI - make it proportional regardless of the physical screen size. (Part 5 - first 3 Dialogs)

98e7cc0f 06/20/2020 09:50 PM Leszek Koltunski

Improvements to the UI - make it proportional regardless of the physical screen size. (Part 4)

7ebd72f7 06/20/2020 09:42 PM Leszek Koltunski

Improvements to the UI - make it proportional regardless of the physical screen size. (Part 3)

1bd07548 06/20/2020 09:17 PM Leszek Koltunski

Improvements to the UI - make it proportional regardless of the physical screen size. (Part 2)

e3c74c0f 06/20/2020 07:38 PM Leszek Koltunski

Improvements to the UI - make it proportional regardless of the physical screen size. (Part 1)

e31abc1e 06/20/2020 02:04 PM Leszek Koltunski

Minor tweak.

6a71c9b3 06/20/2020 12:39 PM Leszek Koltunski

Make the top three controls in the Play state reach all the way from the left to the right edge of the screen.

31227bf6 06/20/2020 12:21 PM Leszek Koltunski

Move the 'Effects' thing to a button in the Play state.

00ffccc4 06/20/2020 11:14 AM Leszek Koltunski

Report to Firebase exceptions with dismissing the Main Dialog.

7eae2d49 06/20/2020 09:58 AM Leszek Koltunski

On object change, report FPS to Firebase

7695a3be 06/19/2020 11:52 PM Leszek Koltunski

Two-fingered object rotation seems to be finished.

a4472437 06/19/2020 09:38 PM Leszek Koltunski

Progress with dragging.

4da7d87a 06/19/2020 06:19 PM Leszek Koltunski

Simplify dragging. Now there's only 1 Quat, rather than the old way with two (Accumulated, Current).

0b7e1b05 06/19/2020 12:35 PM Leszek Koltunski

Progress with improvements for cube manipulation.

8d50e08d 06/18/2020 09:03 PM Leszek Koltunski

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.

4c864c68 06/18/2020 11:05 AM Leszek Koltunski

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.

cd83d0aa 06/18/2020 10:39 AM Leszek Koltunski

Make the rotations and drag be independent of physical screen dimensions - take into account pixel density.

f0533889 06/17/2020 08:57 PM Leszek Koltunski

Split up the onTouch() part of the View.

1019cc43 06/17/2020 08:32 PM Leszek Koltunski

Improvements for the way we rotate layers of Objects: make it possible to begin a rotation during a WIN effect.

168b6b56 06/17/2020 03:45 PM Leszek Koltunski

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!)

c1df2105 06/16/2020 07:37 PM Leszek Koltunski

Only compile the Full, Normal & OIT programs when they are actually needed.

cb004f2e 06/16/2020 12:24 PM Leszek Koltunski

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.

ccf9fec5 06/13/2020 10:43 PM Leszek Koltunski

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.

55fa2499 06/10/2020 10:49 AM Leszek Koltunski

Speedup for rendering: cubes 2,3 contain better quality cubit faces (more vertices) than cubes 4,5.

5a4d4fba 06/09/2020 11:18 PM Leszek Koltunski

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.

2fcad75d 06/09/2020 12:20 PM Leszek Koltunski

Bugfixes.

ad73edd5 06/07/2020 11:17 PM Leszek Koltunski

Minor speedup

818431ed 06/07/2020 10:51 PM Leszek Koltunski

Bump version to 1.2.2

98904e45 06/07/2020 09:42 PM Leszek Koltunski

More progreess porting RubikCube. Rotation mostly working now.

10585385 06/07/2020 08:42 PM Leszek Koltunski

More progreess porting RubikCube.

e55764f2 06/07/2020 05:40 PM Leszek Koltunski

More progreess porting RubikCube.

8fa00d2c 06/07/2020 05:38 PM Leszek Koltunski

More progreess porting RubikCube.

f61fc32c 06/07/2020 05:33 PM Leszek Koltunski

More progreess porting RubikCube.

8cccfb10 06/07/2020 05:18 PM Leszek Koltunski

More progreess porting RubikCube.

27e6c301 06/07/2020 03:29 PM Leszek Koltunski

Progreess porting RubikCube to the new SingleMesh mode.

470820a7 06/06/2020 11:28 PM Leszek Koltunski

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.

e82f3f9c 06/05/2020 11:40 AM Leszek Koltunski

Port RubikCube to the new library.

d17073f0 05/29/2020 07:06 PM Leszek Koltunski

Only show the OpenGL Error dialog when the underlying hardwarre does not support OpenGL ES 3.0.

2d9fc972 05/29/2020 06:47 PM Leszek Koltunski

Add OpenGL Error dialog.

226c8cfa 05/29/2020 03:48 PM Leszek Koltunski

Progress making it possible to apply Vertex Effects only to some Components of a Mesh.

43adf86d 05/28/2020 10:14 AM Leszek Koltunski

Correct a crasher introduced in 1.2.0

13ce05cc 05/27/2020 12:13 PM Leszek Koltunski

Switch off showing FPS.

1b3cbd5b 05/27/2020 12:12 PM Leszek Koltunski

Report an Analytics event when a user changes State or Object.

1ef09d49 05/27/2020 11:43 AM Leszek Koltunski

Report a Crashlytics non-fatal if we fail to compile some shaders.

4f36e418 05/26/2020 11:42 PM Leszek Koltunski

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.

14bd7976 05/26/2020 12:53 PM Leszek Koltunski

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 & Predeform
3) 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)

40ab026e 05/24/2020 09:03 PM Leszek Koltunski

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.

1f894991 05/08/2020 03:28 PM Leszek Koltunski

Fix a nasty logic error that let people submit bogus results.

d5032ac8 05/08/2020 10:13 AM Leszek Koltunski

Fix for the next crash seen in the field.

e319fe78 05/08/2020 09:48 AM Leszek Koltunski

Fix for a crasher seen in the field.

d5d503d0 05/07/2020 11:41 PM Leszek Koltunski

Minor.

13ed61b5 05/07/2020 10:13 PM Leszek Koltunski

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.

1335efec 05/06/2020 09:15 AM Leszek Koltunski

Smaller halo.

5f8c532e 05/05/2020 09:05 PM Leszek Koltunski

Fix for another crasher from the field.

d1016920 05/05/2020 12:55 PM Leszek Koltunski

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!)...

b972c160 05/04/2020 04:01 PM Leszek Koltunski

Fix for the next crasher from the field.

2010c6f7 05/03/2020 11:41 PM Leszek Koltunski

Adjust the app to match the changes in library.

Looks like we'll have to add 1 dim to the GLOW effect.

4fd84652 05/03/2020 09:39 PM Leszek Koltunski

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)

c7f9e82d 05/03/2020 03:53 PM Leszek Koltunski

One more fix for the latest bug from the field with Play state Spinner.

7b7d65ce 05/03/2020 03:43 PM Leszek Koltunski

- 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 )

1780dcb0 04/30/2020 04:13 PM Leszek Koltunski

Fix clicking on the 'Distorted.org' link; get app version from build.gradle (and not from strings.xml)

c5c8be3f 04/26/2020 02:58 PM Leszek Koltunski

Add Crashlytics logs

f8ce34ab 04/26/2020 02:23 PM Leszek Koltunski

Fix for the previous fix :)

001cc0e4 04/26/2020 11:27 AM Leszek Koltunski

Fix a potential crasher ( do not set up a callback for end of rotation effect on the very first cubit that belongs to a rotation if all belonging cubits have not been set up yet )

2e8ec627 04/25/2020 10:45 PM Leszek Koltunski

Fixes for the fact that one could easily cheat - just pause the app while solving and come back to it, the time would reset to 0 and the object to unscrambled :(

1701e7ae 04/25/2020 09:23 PM Leszek Koltunski

Fix the Solver broken by the change of move notation when importing Pyraminx Patterns :(

807d82b7 04/25/2020 05:33 PM Leszek Koltunski

Add two new UI States: Ready and Done.

38c52ed0 04/25/2020 11:00 AM Leszek Koltunski

Correct the last 6 patterns of the Pyra5.

b6d0c697 04/24/2020 06:26 PM Leszek Koltunski

Do not crash if we are running on device which does not support OpenGL ES 3.0