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.
We've got lots of bugfixes, some 400 new Pretty Patterns.
Bump version to 1.8.3
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.
Minor.
Improve scrambling of the Minx'es and the Redi, which in full scramble mode were frequently leaving large corners unscrambled.
Preparation for 'smart scrambling' : introduce the total number of scrambles to the 'randomizeNewScramble' function.
Correct the way we overlay our (possibly) better local (i.e. unsubmitted yet or submitted, but not picked up by the 'clean_db' cron job) records on top of the DB records ini the 'Scores' dialog.
Fix the fact that in the last, 'Full Scramble' level, it wouldn't switch on the green light.
Minx'es: fix for the automatic rotations.
Square-2: correct detecting the solved state.
Backing moves: constant angle speed (part 2).
Backing moves: constant angle speed.
Squares: add tutorials.Correct the order of objects in the tutorial dialog.
Squares: add meshes.Bump version to 1.8.2
Square-2: minor.
Squares: icons.
Square-2 fix.
Square-2: progress.
Introduce Square-2 (unfinished)
Square-1: looks to be finished.
Square-1: progress with automatic scrambling.
Square-1: implement the fact that corners might bandage the puzzle.
Square-1: this is a shape-shifter; we cannot just clamp the Cubit positions to the initial list of positions.Do so only if the minError is appropriately low.
Square-1: progress with movement.
Make it possible for an object to have different 'cuts' along each of its axis.
Make it possible for an object to have different 'basicAngles' along each of its axis.
Hide more stuff in the TwistyObject class.
Remove the need for RowChances.
Square-1.
Progress with cubit shapes of the Square-1.
improvements for FactorySticker
Square-1: progress
Square-1: beginnings
Make it possible to have some objects created from dmesh, and others - bootstrapped programmatically.
Bump version to 1.8.1.
Bugfixes for two issues with 1.8.0 seen in the field.
Bugfix: make it impossible to rotate a cube when it is being scrambled in the Tutorial mode.
New tutorials.
Bump version to 1.8.0
Skewb Ultimate: icon.
Fact Turning Octahedron: icon.
Face-Turning Octahedron & Skewb Ultimate meshes.
Move some objects around.
Skewb Ultimate (hopefully) finished.
Progress with Skewb Ultimate.
Beginnings of a new object: Skewb Ultimate.
Switch Rubik Control off for the moment.
RubikControl: rotate the cube 2.
RubikControl: rotate the cube.
Simplify RubikSurfaceView and the touchscreen control.
RubikControl: progress.
RubikControl: fixes; progress.
Make Dynamic's resetToBegin() done on the next frame.This is necessary if we want to reset many Dynamics at one go and have all of them start synchronized.Otherwise it can happen that when we reset, we do it when some objects which the Dynamics belong to are already rendered and others are not, and then some of the Dynamics will be delayed by one frame which is visible already.
Progress with RubikControl - finger movements during all 13 sub-stages of the 'whole' stage finished.Next: actually move the cube.
Progress with RubikControl - sub-stages 1 and 2 of the 'whole' stage finished.
Progress with RubikControl.
Attach the control nodes directly to the screen, not to the Object Node.
Cube Control: step 2.
Rename 'state' to 'screen'
Control the Cube: beginnings.
Include info about renderer and version in the submit packet.
Fix the long-standing issue with the double 'READY' state which, as I now see, was causing some impossible records.
Bump version to 1.7.6
Up version to 1.7.5
Fix (again) the solved state detection in Dino4.
Fix solved state detection of the Dino4
- report the Graphics driver's Renderer and Version.- new Diamond, Skewb2 and Skewb3 meshes.
Minor adjustments for the UI.
Correctly centralize the buttons on the main menu popup.
Correct the layout to look better on right-to-left locales.
Create new meshes.
Move all the special cubit-creating code out of FactoryCubit and to the Object classes, and thus hopefully finish implementing the new cubit creating engine.
New cubit engine: finish converting Kilominx & Megaminx.
New cubit engine: convert Kiliminx & some Megaminx.
Simplify.