Correction of the size of '3x3x3 Solver' bitmaps.
Bump version to 1.3.2
Solving time - display it more accurately.
Make the Scores Dialog screen-size invariant.
Reinvent the Pattern Dialog (Part 4)
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.
Correct the flag of Trinidad & Tobago.
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
Bump version to 1.3.1
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.
Changes are big enough to justify a bump to 1.3.0
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.
Lock screen orientation to portrait.
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.
Merge remote-tracking branch 'origin/deferred-mesh-jobs'
Smaller (and of better quality!) meshes.
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.
Improve rotations of the Pyraminx.
Port changes to ObjectList from the deferred-jobs branch.
Rename SizeChange to ObjectChange.bump version to 1.2.2
Add flag of Ghana.
Correct RubikCube for the new library.
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.
Update Myanmar flag.
Add Ethiopian flag.
Add Kenyan flag.
Correct the Libian flag.
Add flags of Congo, Malawi, and update the Libian flag.
Minor
Add of flag of Tanzania!
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.
Bump version to 1.2.0
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.
correct Qatar flag & add Trynidad flag.
We have
- three bugfixes for crashers as seen in Firebase - one fix for a nasty logic error - improvements to the Scores Dialog - new Ivory Coast flag :)
so it's time for 1.1.4
Fix a nasty logic error that let people submit bogus results.