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.
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