Bump version to 1.7.2.
Another attempt at fixing tthings on early Qualcomm OpenGL ES 3.0 drivers.
The previous version does not work on Adreno 405 driver V@100, present for example in a Asus ZenPad 8.Revert the packed 'ivec2' UBO in the vertex shader back to a 'std140' ivec4. This comes at a price if bumping into the bug on Qualcomm driver version 331 on Adreno 308 - i.e. Samsung Galaxy J4+ again....
Bump version to 1.7.1
Bugfix for a crasher
Add German tutorials
Changes are bigger than anticipated - bump version to 1.7.0
Always use only (max) 10 levels - (max) 9 'initial' Levels + Full Scramble.
New Gigaminx tutorials.
Up version to 1.6.5
Make the Minx objects a little bigger by default.
Fix movements of objects - before it really worked only when an object's FOV was about 60 degrees.
Add Gigaminx dmesh.
Add Greenland and Puerto Rico.
Do not block the UI if, for some reason, some of the effects failed to get added to the Queue. Just fail to rotate.
Make per-component centers optional, controlled by API MeshBase.setUseCenters()
Bugfixes as a result of the Samsung Galaxy J4+ investigation:
1) By default, switch off transform feedback in the main program. Create a new API 'needTransformFeedback()' to call if someone still needs TF in the main program.2) lower the default max number of vertex effects to 30....
Samsung Galaxy J4+ investigation.
Improve the test - now it will hopefully not crash on slow devices (part 2)
Improve the test - now it will hopefully not crash on slow devices.
Always report that we are beginning a test.Add the TEST_LOOP intent so that we can run this in Firebase Game Loop.
report when we actually detected the 'strange state'.
Attempt to programmatically catch the 'cube is sometimes not drawn' bug and report it to my server.
Disallow setting a name with spaces in it.
Improve the way we scramble the Kilo and Megaminx.
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