Face cubit creation: progress: rounded corners
Master Kilominx: tutorials.
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.
Fix the 6fad862b commit and remove the UI block in a proper way (i.e. the problem was that popping up the Object, Play or Menu windows was impossible while the 'WIN' glow was active)
Automatic scrambling of the Evil Cube works!
Bugfix.
Simplify the 'bandaged' class API.
Remove some of the UI blocks:
No need to block the three top dialogs - the Object, Menu and Play popups.
Speedup: in the tutorial dialog, only create the current tab +-1.
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.
Properly solve the issue with Qualcomm driver V@331 having buggy UBO size.
Comment eexplaining the recent 'gigaminx ban' on some platforms.
Relax the conditions when we do not support Gigaminx - looks like Adreno 30x has nothing to do with it, just driver version 331.
Another attempt at fixing tthings on early Qualcomm OpenGL ES 3.0 drivers.
The previous version does not work on Adreno 405 driver V@100, present for example in a Asus ZenPad 8.Revert the packed 'ivec2' UBO in the vertex shader back to a 'std140' ivec4. This comes at a price if bumping into the bug on Qualcomm driver version 331 on Adreno 308 - i.e. Samsung Galaxy J4+ again....
Bugfix for a crasher
Add German tutorials
Always use only (max) 10 levels - (max) 9 'initial' Levels + Full Scramble.
New Gigaminx tutorials.
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.
Bugfixes as a result of the Samsung Galaxy J4+ investigation:
1) By default, switch off transform feedback in the main program. Create a new API 'needTransformFeedback()' to call if someone still needs TF in the main program.2) lower the default max number of vertex effects to 30....
Disallow setting a name with spaces in it.
Improve the way we scramble the Kilo and Megaminx.
Megaminx - tutorials.
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.
Properly initialize DynamicQuat.
We now have much more effects possible, 100 by default - it is no longer needed to call setMax().
Plug two more memory leaks.
Do use 61 vertex effects (with the advent of Kilominx)
Kilominx: tutorials
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.
if a user has a verified name, set it as a GoogleAnalytics UserId
Megaminx family: part1 (doesn't work yet)