Fix the problem reported by Samsung -
1. Fire off the app2. minimize it, select 'Multi window'3. put some other app in the lower half of the screen4. close the lower app5. our app used to fail to display the upper and lower menu bars.
Convert Square-2 to the new generic scrambling algorithm.
In order to do it we need to introduce a third, artificial rotational axis - otherwise the algorithm would make it impossible to rotate the lower layer and immediatelly after - the upper.
Fix the Square-2 isSolved() (it was wrong even before!)
Convert the Pyraminxes to the new scrambling paradigm.This leaves only the two Squares.
Convert the 4 Minx'es to the new scrambling paradigm.
Convert the Redi to the new scrambling paradigm.
Introduce pseudorandom balancing into scrambling to all the other already converted objects, i.e. everytihng except for Pyraminxes, Squares, Minxes and the Redi.
Introduce pseudorandom balancing into scrambling in case of the two Dinos (from now on, the more times a particular (ax,layer) combination has been chosen already in the scrambling sequence, the less likely it is to be chosen next).Fix Dino6 - isSolved(). Sadly, it cannot be the geeneric function - it needs to be another special case.
Convert the Cubes of all sizes to the new, unified scrambling method.
Convert both Dinos to the new, unified scrambling method.
Convert the Diamonds & the Helicopter to the new, unified scrambling method.
Convert Skewbs & Rex Cube to the new, unified scrambling method.
Convert Skewb Ultimate, Jing Pyraminx & Ivy Cube to the new, unified scrambling method.
Unify scrambling across all 4 bandaged objects.
Preparation for unification of scrambling. Scrambling of all objects will be done by a generic funtion, only fed a certain data structure by the objects. The data structure is going to be the ScrambleStateGraph - a directed state graph of all states we can come across while scrambling....
auto-compute the bandaged status from dimension of the CENTERS. Make 'computeBitmapFromRow' generic for bandageed and not bandaged objects.
Remove the last 'isSolved()' (from Dino4) and put it to the parent class as a special case.
Standarize the 'isSolved()' method: now all objects, except one (Dino4) have a standard isSolved().This incidentally also fixes detection of the solved state in case of Diamond4, i.e. a Master FTO.
Come back to creating the objects from mesh.
Add flag of Madagascar.
Make the 3x3 and 4x4 Diamond meshes smaller.
Finally remove cubit creation from the implementation classes and move it to the TwistyObject.
Convert the last object, Skewb Ultimate, to the new scheme.
Convert the two Squares to the new scheme.
Convert Skewb to the new scheme. New smaller mesh for the Master Skewb.
Convert Rex Cube to the new scheme.
Convert Redi Cube to the new scheme.
Convert Pyraminx to the new scheme. Make Pyra4 and Pyra5 meshes much smaller.
Convert Megaminx to the new scheme.
New, smaller Master Kilominx mesh.
Move 1) Jing 2) Kilominx to the new cubit creation scheme.Make the Master Kilominx mesh a bit smaller.
Move 1) Helicopter 2) Ivy to the new cubit creation scheme.
Move 1) bandaged 3x3 2) normals cubes 3) octahedrons 4) both dinos to the new cubit creation scheme.
Important step towards making the implementation of an individual puzzle code-free (i.e. data-only): move the 'MeshBase[] mMeshes' variable from the individual classes to the parent TwistyObject.
Make the Kilominx cubit creation a bit more standard.
Introduce ObjectShape - a class encapsulating a shape of a Cubit.Make the Megaminx cubit creation a bit more standard.
Minor.
COnvert the last object, the Rex cube, to the new cubit creation scheme. Provide the new Rex mesh.
New Ivy mesh.
Convert the Ivy corner cubit to the new, 'universal' cubit creation method.
This forces deep changes to 'createRoundSolid' and the underlying 'MeshPolygon' class to make them support arbitrary Polygon 'centers of face convexity'.
Reason: the faces of this cubit are concave and such default 'center of face convexity' (which by default used to be (0,0)) turned to lie outside the face - which produces strange visual artifacts.
Corrections for the Bandaged cubit creation.
Convert bandaged Cubes to the standard mesh creation code.
Move the TwistyObject.retCubePosition() to the solver.
Standarize drawing stickers of a twisty puzzle. From now on, there's no 'sticker drawing' code in the individual classes, only some constants.
Use a trick to avoid having to correct the center sticker of the Kilominx.
Convert the last 'special' case, the Rex edge sticker, to the generic sticker mechanism.
New sticker mechanism: improvements for concave stickers.
Convert the Rex corner sticker to the new mechanism.
Remove debugging.
Generalize FactorySticker - make it possible to draw stickers whose sides are curved.Convert the Ivy to use this new functionality.
Make the Pyraminxes a bit bigger by default - improvement.
Make the Pyraminxes a bit bigger by default.
Finish implementing Jing's 'isSolved'
Add Master FTO's inventor and name.
TwistyObject's ObejctScreenRatio and InitScreenRatio shouldn't be static. Make them non-static.Otherwise, if the current object is, say, a cube (initSR=0.5), we fire up tutorials and start a tutorial for something with vastly different ObjectScreenRatio (Jing- initSR=1.64), then come back to the Main Activity - so there's a cube on the screen again - the ratios stay at their Jing values, which screws up detection of rotations.
New Jing and Master FTO tutorials.
Master FTO: icons
Master FTO: mesh
Add Master FTO.
New 'JingPyraminx' object - icons once more.
New 'JingPyraminx' object - add the icons.
New 'JingPyraminx' object - add the mesh.
New 'JingPyraminx' object - improvements. The object should be working now.
New 'JingPyraminx' object - improvements
New 'JingPyraminx' object - improvement.
New 'JingPyraminx' object.
Again abandon RubikControl (after bumping into hard-to-solve issues)
Improve debugging in BlockController.
add possible scrolling to the 'object' popup in case the grid of objects does not fit on the screen.
Progress with RubikControl.
Lots of changes :)
Bugfix
When we're leaving the Tutorial activity, unblock everything.
Make it impossible to launch more than one Tutorial screen at a time.
BlockController: Unblock after 3 seconds.
Fix the long-standing problem that putting app to the background would not stop the 'solving' counter.
Fix the reddening the Lock icon.
Fix a rare crash.
Introduce a BlockController - a watchdog which makes sure the Touch and UI blocks do not take too long.If it detecs a long block, it unblocks and reports the situation to Crashylytics.
Add a 'give up' dialog - if one made at least 10 moves when solving and presses a 'back' button, one needs to confirm.
Always set the back move icon when we clear moves
Give visual indication when dragging is locked.
Change the 'Cube Back' icon when there are no moves to back.
Abstract the part that controls the 'Locked' and 'Back Moves' buttons from the two activities: the main one and the tutorial one.This code had been duplicated there.
Add flag of Botswana.
New Kilominx mesh.
Important bugfix: no we cannot unblock touch when WIN effect finishes, because
1) starting the WIN effect does not block touch in the first place2) it can happen that this unblocking happens when we have started finishing the rotation but haven't removed it yet...
Corrections for the new Pyraminx5 patterns.
Update the Pyraminx5 pretty patterns.
New Megaminx & Gigaminx pretty patterns.
Convert the move format to one which can hold moves of the Megaminx and Gigaminx (in preparation for introduction of the Mega& Gigaminx Pretty Patterns)Now we use 2 bits for the angle, 3 bits for the axis and 5 bits for the bitmap of layers. This totals 10 bits so 1024, but the whole thing will not spill over 3 digits, because in the Minxes we have total of 6 axis, not 8.
Workaround for a crash.
Correct the Redmi mesh to eliminate the visible seams.
Correct the dino mesh to eliminate the visible seams.
Correct rotations of the Cube - eliminate one cse when four consecutive rotations collapse into one or a NOP.
Correct rotations of the Pyraminx - eliminate one cse when three consecutive rotations collapse into one.
Separate the notion of maxLevel (in DB) [which has to stay backwards-compatible with previous versions of the app] and 'numScrambles' - the number of times an objects gets scrambled in the 'full scramble' mode. Now the second can be whatever we want without breaking backwards compatibility.