Move the TwistyObject.retCubePosition() to the solver.
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.
Make it possible to have some objects created from dmesh, and others - bootstrapped programmatically.
Cube Control: step 2.
Rename 'state' to 'screen'
Rename some classes.
Fix the Solver broken by the change of move notation when importing Pyraminx Patterns :(
The 3x3x3 Solver finished - here the last piece of work, locking the centers of the 3x3x3 cube in place so that RubikStateSolver's color picker cannot change them ( the CUBE3 solver assumes this )
Progress implementing RubikCube.retObjectString()
View revisions
Also available in: Atom