# Changelog

All notable changes to Solitaire Quest are documented here. The format is
based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and this
project follows [Semantic Versioning](https://semver.org/).

## [Unreleased]

_Nothing yet._

## [0.19.0] — 2026-05-06

Closes the v0.18.0 punch list (items B and D — async hint and
persistent replay share URLs), expands desktop platform fit
(Wayland session support + monitor-aware default window size for
HiDPI / 4K displays), polishes the win-celebration and
double-click animation paths, and clears two test-flake
contributors. A short-lived "Rusty Pixel" pixel-art card theme
was prototyped and reverted in the same window — the engine
plumbing it touched (`pixel_art` field on `ThemeMeta`, PNG
manifest face support, second `embedded://` theme channel) was
fully reverted and is not part of this release.

### Changed

- **H-key hint runs on `AsyncComputeTaskPool`** (`3e11e9e`). The
  synchronous `try_solve_from_state` call on every H press is gone;
  `handle_keyboard_hint` now spawns a task whose result the new
  `pending_hint::poll_pending_hint_task` system surfaces one frame
  later. New `PendingHintTask` resource carries the in-flight handle
  plus `move_count_at_spawn` for staleness detection;
  `drop_pending_hint_on_state_change` cancels the task whenever the
  game state shifts; `PendingHintTask::spawn` implements
  cancel-on-replace so two quick H presses keep at most one task in
  flight. Mirrors the v0.18.0 `PendingNewGameSeed` template.
  `emit_hint_visuals` and `find_heuristic_hint` are extracted as
  `pub` helpers so the polling system can call them.
- **Persistent replay share URLs** (`42d90b1`). v0.18.0's
  `LastSharedReplayUrl` was an in-memory resource wiped on quit —
  the player had to share within the session of the win.
  `solitaire_data::Replay` now carries a `share_url: Option<String>`
  field with `#[serde(default)]` (no `REPLAY_SCHEMA_VERSION` bump
  needed; older `replays.json` files load unchanged with `share_url
  == None` on every entry). `poll_replay_upload_result` writes the
  resolved URL into `replays[0].share_url` and persists the updated
  history via `save_replay_history_to`. The Stats overlay's
  "Copy share link" button reads from
  `history.0.replays[selected.0].share_url`, so the Prev/Next
  selector's currently-displayed replay drives the clipboard
  contents — each historical win keeps its own URL.
  `LastSharedReplayUrl` removed (its role is now subsumed by the
  `share_url` field on the replay record).

### Added

- **Wayland session support** (`b57db01`). The workspace
  `Cargo.toml` Bevy feature list now enables `wayland` alongside
  `x11`. winit prefers Wayland when `WAYLAND_DISPLAY` is set on the
  session, falling back to X11 when it isn't. Pre-fix, a Wayland
  desktop environment fell through to XWayland, rendering the
  game inside an X11 frame stitched into the Wayland compositor.
  Post-fix, the game opens as a native Wayland surface. Costs a
  few hundred KB of binary for the libwayland-client bindings;
  cross-distro friendly because winit dlopen-probes the libraries
  rather than hard-linking them.
- **Monitor-relative default window size** (`b57db01`). On launches
  with no saved geometry, the new
  `apply_smart_default_window_size` Update system queries
  `Monitor` (with the `PrimaryMonitor` marker) and resizes the
  primary window to ~70 % of the monitor's *logical* size on the
  first frame. Before, every fresh launch opened at 1280×800
  regardless of monitor; on a 4K monitor that's a comparatively
  tiny window in one corner. Logical size already accounts for
  the OS's HiDPI scale factor, so a Retina display reporting
  scale_factor 2.0 yields the same physical inches as a 1080p
  display reporting 1.0. Skipped entirely when saved geometry was
  applied — the player's chosen size always wins.

### Fixed

- **Duplicate "You Win" toast on game-won** (`55c235b`). The
  post-win UI was firing two celebration surfaces: a 4-second
  toast banner ("You Win! Score: X Time: Y") on top of the
  `win_summary_plugin`'s "You Won!" modal. In screenshots the
  toast banner was partially clipped behind the modal card,
  peeking out on either side. The toast predated the modal and is
  strictly subsumed by it; removed. The cards-fly-off cascade
  animation (`MotionCurve::Expressive` per-card rotation drift)
  is unchanged — that's the visual celebration, distinct from
  the textual celebration the modal owns. `WIN_TOAST_SECS` const
  removed.
- **Double-click on a single card with no destination now plays
  the reject animation** (`d7ffb16`). `handle_double_click` only
  fired `MoveRejectedEvent` for multi-card stacks with no
  destination; a double-click on a single card whose top didn't
  fit any foundation or tableau slot produced zero feedback —
  no `card_invalid.wav`, no source-pile shake. Both priorities'
  failure paths now converge on a single rejection at the end of
  the double-click branch, so single-card and stack misses get
  the same feedback shape as drag-and-drop rejections.
- **Double-click move animation no longer plays twice**
  (`6037596`). On a successful double-click, the slide-to-
  destination animation rendered twice — once from the move's
  `StateChangedEvent` landing, then again from the release's
  `end_drag` firing a redundant `StateChangedEvent` mid-slide.
  `sync_cards_on_change` saw the card mid-CardAnim (`cur ≠
  target`) and replaced the in-flight tween with a fresh one
  starting at the mid-position, visibly restarting the slide. The
  defensive `StateChangedEvent` write in `end_drag`'s
  uncommitted-drag branch is removed; `start_drag` only mutates
  `DragState` (never card transforms), so an uncommitted drag
  has no visual side effect to undo. The committed-drag branch
  keeps its `StateChangedEvent` since real drag snap-backs do
  need a resync.
- **`auto_save_writes_after_30_seconds` test flake** (`91b7605`).
  The test's single-frame `app.update()` was sensitive to
  first-frame `Time::delta_secs()` variance under heavy parallel
  cargo-test load, and to production-disk
  `~/.local/share/solitaire_quest/game_state.json` state leaking
  into the test world via `GamePlugin::build`'s load path.
  `test_app` now resets `PendingRestoredGame(None)` after plugin
  build (preventing the dev machine's saved-game state from
  tripping the auto-save guard) and the test re-arms the timer in
  a small bounded loop until the file appears (robust against
  first-frame Time variance). No production-code change.

### Stats

- 1170 passing tests (was 1166 at v0.18.0 close — net +4 from
  the persistent share URL backwards-compat test, the three
  async-hint tests, minus the dropped synchronous hint tests).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.18.0] — 2026-05-06

The launch-experience round. The engine used to drop the player on a
silent default Classic deal whether they had unfinished work or not;
v0.18.0 replaces that with two stacked decision points — a Restore
prompt for in-progress saves, then an MSSC-style Home / mode picker
that surfaces Daily / Zen / Challenge / Time Attack as picture tiles
with live stats. The same round closes the last solver-on-main-thread
hot path (winnable-only seed selection moves to
`AsyncComputeTaskPool`), wires "Copy share link" into Stats, lights a
"Won before" HUD chip on re-deals of beaten seeds, and tidies the
unified-3.0 rule set across CLAUDE.md / CLAUDE_SPEC.md /
CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md.

### Added

- **Restore prompt on launch** (`3c7a0eb`). When `game_state.json`
  holds an in-progress game (`move_count > 0`, not won), the engine
  now seeds `GameStateResource` with a fresh deal and holds the saved
  game in a new `PendingRestoredGame` resource. After the splash
  clears, a "Welcome back" modal offers **Continue** (Enter / C /
  click) or **New game** (N / click). Fresh-deal saves
  (`move_count == 0`) skip the prompt and load directly.
- **Save preservation while the prompt is unanswered** (`f863d85`).
  Both `save_game_state_on_exit` and `auto_save_game_state` consult
  `PendingRestoredGame` first: if it still holds a pending saved
  game, that's what gets persisted (or the auto-save is skipped),
  so exiting before answering the prompt no longer overwrites the
  meaningful save with the placeholder fresh deal.
- **Home / mode picker auto-shows on launch** (`dd63261`). The mode
  picker was only reachable via **M** during gameplay; players who
  hadn't discovered the hotkey never saw the Daily / Zen / Challenge
  / Time Attack entry points after the splash cleared. `HomePlugin`
  gains an `auto_show_on_launch` flag (default true) and a
  one-shot `LaunchHomeShown` gate. Skips when the Restore prompt is
  on screen so Welcome-back still takes precedence.
- **MSSC-style Home picker — header / chips / score chips / draw
  mode** (`ae40a1d`). Player-stats header strip (Level / XP /
  Lifetime Score, compact-formatted as `1.2M` / `12.3K` / `1,234`)
  acts as a clickable shortcut to Profile. Draw-mode chip row above
  the mode cards lets the player flip Draw 1 / Draw 3 from the
  picker itself; persists `settings.json` and respawns the modal so
  the active state repaints cleanly. Per-mode best-score / streak
  chips on each card; hidden on a 0 best so a fresh profile doesn't
  read "Best 0" everywhere.
- **Today's Event callout on the Daily card** (`b73d246`). "Today,
  May 6" date line plus the server-fetched goal (when SyncPlugin is
  wired). Once today's daily is recorded as completed, the date
  flips to `Today, May 6 • Done` in `ACCENT_PRIMARY` so the picker
  reads as a reward state rather than a TODO.
- **Picture-tile mode cards** (`9fe650f` + glyph-picking follow-ups
  `40d6e0a`, `c30b04e`, `d065d49`). Mode cards become a wrapping
  2-up grid (`FlexWrap::Wrap`, tiles 48 % wide, `min_height: 180px`)
  with a centred Unicode-glyph centrepiece per tile. Final glyph set
  picked from FiraMono-Medium's actual coverage: ♣ Classic, ◆ Daily,
  ○ Zen, ▲ Challenge, → TimeAttack. `ACCENT_PRIMARY` when the mode is
  unlocked, `TEXT_DISABLED` when locked. Centrepiece is a `Text` node
  for now — when real per-mode artwork lands, swap to `Image` without
  touching tile layout, focus order, or chip rendering.
- **Solver-vetted seed selection on `AsyncComputeTaskPool`**
  (`d489e7a`). Closes the worst-case 6 s UI stall on a New Game
  click with "Winnable deals only" enabled. New `PendingNewGameSeed`
  resource holds the in-flight `Task<u64>` plus the original
  request's `mode` / `confirmed` flags. `poll_pending_new_game_seed`
  runs `.before(GameMutation)` and replays a synthetic
  `NewGameRequestEvent` once the task resolves — the player sees no
  extra-frame visual lag. Cancel-on-replace: a fresh
  `NewGameRequestEvent` while a task is in flight drops the old
  task, letting Bevy's `Task` Drop cancel cooperatively at the next
  await point.
- **"Won before" HUD indicator** (`bdac754`). When the current
  deal's `(seed, draw_mode, mode)` triple matches an entry in the
  rolling `ReplayHistory`, the HUD's tier-2 context row shows
  **✓ Won before** in `STATE_SUCCESS`. Cleared on win (the on-screen
  victory cue is enough) and on first-time deals. New
  `HudWonPreviously` marker driven by a separate
  `update_won_previously` system; gracefully no-ops in headless
  tests that don't load `StatsPlugin`.
- **"Copy share link" Stats button** (`540869c`). End-to-end replay
  sharing on a server-backed sync backend:
  `sync_plugin::push_replay_on_win` spawns the upload on
  `AsyncComputeTaskPool` and stores the handle in
  `PendingReplayUpload` (drops any in-flight predecessor — the most
  recent win is what the player wants the link for);
  `poll_replay_upload_result` writes `<server>/replays/<id>` to
  `LastSharedReplayUrl` on success; the Stats overlay's action bar
  gains a button that writes the URL to the OS clipboard via
  `arboard` and surfaces a "Copied: \<url\>" toast. URL is in-memory
  only — sharing must happen within the session of the win.
- **Empty-state copy + onboarding hints** (`56e2e6f`). Leaderboard
  empty state: two-tier "Be the first on the leaderboard." headline
  + body invite. Achievements panel: first-launch hint above the
  grid until the first unlock. Volume hotkeys (`[` / `]`) now emit
  an `InfoToastEvent` with the new percentage so off-panel
  adjustments give visible feedback (previously silent).
- **Enter dismisses the Win Summary and starts a fresh deal**
  (`17e0737`). The post-win modal's "Play Again" was click-only;
  keyboard-only players had to reach for the mouse to leave the
  celebration screen. The button label gains a trailing return-key
  glyph so the keyboard path is discoverable on first sight.
- **`N` opens the real Confirm/Cancel modal** (`93660c2`). The old
  "Press N again" double-tap pattern was a UI-first violation (only
  continuation was another keystroke). `N` now fires
  `NewGameRequestEvent::default()` directly; `handle_new_game`'s
  active-game check spawns the existing `ConfirmNewGameScreen`. The
  HUD button already routed through the same modal — keyboard and
  mouse paths are unified. `Shift+N` keeps the keyboard power-user
  bypass (`confirmed: true`).

### Changed

- **Settings row layout** (`a4bc063`). All five
  slider/toggle row helpers (volume × 2, tooltip delay, time-bonus
  multiplier, replay-move interval, generic toggle) restructured to
  a label-spacer-cluster layout (`width: 100%`, label gets
  `flex-grow: 1`, controls cluster sits flush right). Stable across
  varying value-text widths ("0.80" → "1.00", "Instant" vs "1.5 s")
  and narrow windows.
- **Docs adopt the unified-3.0 rule set** (`f2f30c8`). `CLAUDE.md`
  grows from a 114-line pointer doc to a 571-line rulebook (hard
  global constraints §2, engine rules §3, asset rules §4, code
  standards §5, build + verification §6, git workflow §7, the ASK
  BEFORE list §8, Context Injection System §14). New companions:
  `CLAUDE_SPEC.md` (formal architecture spec — crate dependency
  graph, data ownership, state-machine invariants, sync merge /
  server contracts, validation checklist),
  `CLAUDE_WORKFLOW.md` (two-agent Builder/Guardian pipeline with
  hard-fail patterns), `CLAUDE_PROMPT_PACK.md` (task-type
  templates). Three duplicate rule passages removed across
  `CLAUDE_SPEC.md` and `ARCHITECTURE.md`.
- **Test discipline pruning** (`a49a340`). Removed 43 low-value
  tests across `solitaire_data` and `solitaire_core` (default-value
  tests, serde-derive round-trips on plain structs, single-field
  clamp tests, near-duplicates, constant-equals-itself tests). None
  pinned a behaviour contract or a regression on a real bug. Future
  agent briefs request tests for behaviour contracts or real-bug
  regressions, not a count of N.

### Fixed

- **Esc on a modal no longer opens Pause underneath** (`08b006f`).
  A single Esc press on Confirm New Game / Restore / Home /
  Onboarding / Settings used to both close the modal and spawn the
  Pause overlay on top in the same frame. `toggle_pause` now skips
  when any non-Pause `ModalScrim` is in the world; the HUD-button
  path is gated too. The four modal queries are bundled into a
  `PauseModalQueries` `SystemParam` to stay under Bevy's
  16-parameter cap.
- **Esc dismisses Home / accepts the Restore-prompt default**
  (`d48b948`). Both screens previously ignored Esc, leaving the
  player no keyboard-only escape after the previous fix. Home: Esc
  behaves like Cancel (despawns the modal, keeps the underlying
  default deal). Restore: Esc maps to Continue (preserves the saved
  game, matching how the primary action already advertises Enter).
- **Esc dismisses the topmost modal when Profile stacks on Home**
  (`9aa0dd2`). Clicking the Home header chip opens Profile on top
  of Home; Esc used to close Home (because
  `handle_home_cancel_button` fired with no awareness of layered
  modals) and leave Profile orphaned over the game.
  `profile_plugin` now splits P/button (toggle) from Esc
  (close-only); `handle_home_cancel_button` skips its Esc branch
  when any other `ModalScrim` exists.
- **Restore-prompt resolution suppresses Home auto-show**
  (`b7c3a49`). Resolving the Welcome-back prompt cleared
  `PendingRestoredGame` and despawned the modal, but the
  launch-time Home auto-show then fired the next frame and stacked
  itself over the player's chosen path. `LaunchHomeShown` becomes
  `pub` so `handle_restore_prompt` flips it to `true` after either
  resolution; **M** still re-opens the picker on demand.
- **Game timers freeze while the Home picker is up** (`c497c31`).
  The HUD's elapsed-time counter ticked from the moment the default
  Classic deal landed at startup, even though the auto-show Home
  picker was still up — the player saw "0:11" before they had
  chosen a mode. `tick_elapsed_time` and `advance_time_attack` now
  also gate on the absence of `HomeScreen`, mirroring their
  existing `PausedResource` check.
- **Popover rows stay visible regardless of action-bar fade**
  (`cc63532`). Opening Modes / Menu showed a solid dark-purple
  block in the top-right with no readable content — the action-bar
  auto-fade was matching the popover rows by their shared
  `ActionButton` marker and dropping their alpha to the
  cursor-position-based fade value (typically 0). New `PopoverRow`
  marker on rows in `spawn_modes_popover` / `spawn_menu_popover`;
  `apply_action_fade` excludes them via `Without<PopoverRow>`.

### Stats

- 1166 passing tests (was 1208 at v0.17.0 close — 43 net removals
  from the test-discipline prune plus 1 net-new test from the
  async-seed work, no behaviour regressions).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.17.0] — 2026-05-06

A short follow-up round on top of v0.16.0: the H-key hint is no
longer a heuristic guess but the actual best first move suggested by
the v0.15.0 solver, and the in-engine replay player now has a
player-tunable playback rate.

### Added

- **Replay-rate slider** in Settings → Gameplay. Tunes
  `replay_move_interval_secs` from 0.10 s to 1.00 s in 0.05 s steps;
  default 0.45 s. `tick_replay_playback` reads the value from
  `SettingsResource` per frame so the slider takes effect on the
  next playback tick — no restart required.

### Changed

- **Solver-driven hints.** Pressing **H** used to surface a
  heuristic-best move (foundation moves preferred, then
  tableau-to-tableau by depth-of-flip-revealed). It now asks the
  v0.15.0 solver for the actual provably-best first move via the
  new `solitaire_core::solver::try_solve_with_first_move` /
  `try_solve_from_state` APIs. When the solver returns inconclusive
  (rare deals where the bound runs out before a result), the old
  heuristic remains the fallback. Median 2 ms per H press.

### Stats

- 1208 passing tests (was 1196 at v0.16.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.16.0] — 2026-05-06

A modal-feel polish round. Every overlay screen now scrolls when its
content overflows the 800×600 minimum window, every clickable button
shows a hand cursor on hover, keyboard focus lands on the primary
button on the same frame the modal opens, and read-only modals
dismiss when the player clicks the scrim outside the card.

### Added

- **Pointer cursor on hover** for every interactive `Button` entity
  (modal buttons, HUD action bar, mode-launcher cards, settings
  toggles, Stats selectors). `update_cursor_icon` gains a fourth
  branch sitting between Grabbing (active drag) and Grab
  (draggable card hover): when no drag is active and any
  `Interaction::Hovered`/`Pressed` button is detected, the window
  cursor swaps to `SystemCursorIcon::Pointer`. A pure
  `pick_cursor_icon` helper makes the priority logic
  unit-testable.
- **Click-outside-to-dismiss** for the six read-only modals: Stats,
  Achievements, Help, Profile, Leaderboard, Home. New
  `ScrimDismissible` marker on `ModalScrim` opts a modal in;
  `dismiss_modal_on_scrim_click` runs in `Update`, despawns the
  topmost dismissible scrim on a left-mouse press whose cursor
  lands on the scrim and outside every `ModalCard`. Bevy's
  hierarchy despawn cascades to the card and children.
  Settings, Onboarding, Pause, Forfeit confirm, and Confirm New
  Game intentionally don't opt in — they carry unsaved or
  destructive state.

### Fixed

- **Modal content scrolls when it overflows** (Achievements, Help,
  Stats, Profile, Leaderboard). Each modal's body Node now
  carries `Overflow::scroll_y()` plus a `max_height` constraint
  (`Val::Vh(70.0)` for most, `Val::Vh(50.0)` for the
  leaderboard's variable-length ranking section) and a marker
  component (`AchievementsScrollable`, `HelpScrollable`,
  `StatsScrollable`, `ProfileScrollable`,
  `LeaderboardScrollable`). A sibling `scroll_*_panel` system
  per modal routes `MouseWheel` events into the body's
  `ScrollPosition`. Mirrors the existing `SettingsPanelScrollable`
  pattern. Home modal intentionally not scrolled — its five
  mode cards + Cancel are sized to fit at 800×600 by design.
- **Modal focus arrives on the same frame the modal opens.**
  Previously `attach_focusable_to_modal_buttons` and
  `auto_focus_on_modal_open` ran in `Update` alongside arbitrary
  click-handlers that spawn modals; with no ordering edge,
  Bevy's deferred `Commands` queued the new entities but the
  attach system couldn't see them on the same tick. Both systems
  moved to `PostUpdate` so the schedule boundary itself supplies
  the sync point — `FocusedButton` is always populated before
  `app.update()` returns. The very next Tab/Enter press lands on
  a populated resource instead of wasting itself moving focus
  from None to the primary.

### Stats

- 1196 passing tests (was 1178 at v0.15.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.15.0] — 2026-05-02

In-engine replay playback, the Klondike solver + "Winnable deals
only" toggle, a 19th achievement, rolling replay history, and a
significant build-time / binary-size win from disabling Bevy's
default audio stack.

### Added

- **In-engine replay playback** for the Stats overlay's Watch Replay
  button. New `ReplayPlaybackPlugin` runs a state machine
  (Inactive / Playing / Completed) that resets the live game to the
  recorded deal and ticks through `replay.moves` at
  `REPLAY_MOVE_INTERVAL_SECS` (0.45 s) firing the canonical
  `MoveRequestEvent` / `DrawRequestEvent` per recorded move.
  Recording is suppressed during playback so replays don't re-record
  themselves.
- **Replay overlay banner** (`ReplayOverlayPlugin`) anchored to the
  top of the window during playback. Shows "Replay" label, "Move N
  of M" progress, and a Stop button. Z-order leaves modals
  (Settings, Pause, Help) free to render on top so the player can
  adjust audio mid-replay.
- **Rolling replay history** at `<data_dir>/replays.json` capped at
  8 entries. Replaces the single-slot `latest_replay.json` (legacy
  file is migrated forward on first launch via
  `migrate_legacy_latest_replay`). Stats overlay gains a Prev / Next
  selector and a "Replay N / M" caption so the player can revisit
  older wins.
- **"Cinephile" achievement** (#19). Unlocks the first time
  `ReplayPlaybackState` transitions Playing → Completed (i.e. the
  replay played out to its end without the player pressing Stop).
  Stop transitions Playing → Inactive directly so it doesn't count.
- **Klondike solver** in `solitaire_core::solver`. Iterative-DFS
  with memoisation on a 64-bit canonical state hash, two budget
  knobs (move_budget + state_budget) for pathological cases, and a
  three-state `SolverResult` (Winnable / Unwinnable / Inconclusive).
  Median solve time 2 ms; pathological inconclusives cap near
  120 ms. Pure logic — `solitaire_core` keeps no Bevy or I/O.
- **"Winnable deals only" toggle** in Settings → Gameplay (default
  off). When on, `handle_new_game` walks seed N, N+1, N+2, …
  through `try_solve` until it finds Winnable or Inconclusive,
  capped at `SOLVER_DEAL_RETRY_CAP` (50) attempts. Daily
  challenges, replays, and explicit-seed requests bypass the
  solver — only random Classic deals are gated.

### Changed

- **Bevy default-feature trim** (`bevy = { default-features = false,
  features = [...] }` in workspace Cargo.toml) drops 51 transitive
  crates including the `bevy_audio` → rodio → cpal 0.15 + symphonia
  chain that the project doesn't use (kira handles audio directly).
  The retained feature list is curated to exactly what the engine
  uses; `solitaire_wasm` is unaffected because it doesn't depend on
  bevy.

### Stats

- 1178 passing tests (was 1134 at v0.14.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.14.0] — 2026-05-02

Two threads land in v0.14.0: the second half of the post-v0.12.0 UX
candidate list (theme thumbnails, daily-challenge calendar, Time Attack
auto-save, per-mode bests, time-bonus multiplier) plus a **major new
feature** — the replay pipeline (record → upload → web viewer). Three
Quat-reported bugs from a smoke-test round shipped alongside.

### Added

- **Theme-picker thumbnails** in Settings → Cosmetic. Each theme chip
  renders a small Ace-of-Spades + back preview pair via the existing
  `rasterize_svg` path. Cached per theme in a new
  `ThemeThumbnailCache`. Themes that lack a preview SVG fall back to
  a transparent placeholder rather than crashing.
- **14-day daily-challenge calendar** in the Profile modal. Horizontal
  row of dots showing the trailing two weeks; today's dot is ringed
  in `ACCENT_PRIMARY`, completed days fill `STATE_SUCCESS`, missed
  days fill `BG_ELEVATED`. Caption above the row reads "Current
  streak: N · Longest: M".
- **Time Attack session auto-save** to `<data_dir>/time_attack_session.json`,
  atomic .tmp + rename. 30-second auto-save while a session is active,
  plus on `AppExit`. Sessions whose 10-minute window expired in real
  time while the app was closed are discarded on load. Classic, Zen,
  and Challenge already auto-saved correctly via `game_state.json` —
  Time Attack was the only mode missing session-level persistence.
- **Per-mode best-score and fastest-win readouts** in the Stats screen.
  `StatsSnapshot` gains six `#[serde(default)]` fields (Classic / Zen
  / Challenge × best_score + fastest_win_seconds). Stats screen renders
  a "Per-mode bests" section between the primary cell grid and
  progression. Lifetime totals continue to roll all modes together.
- **Time-bonus multiplier slider** in Settings → Gameplay (0.0–2.0,
  0.1 steps, default 1.0, "Off" label at zero). Cosmetic only —
  multiplies the time-bonus shown in the win modal but does NOT
  affect achievement unlock thresholds (those still use the raw
  unmultiplied score).
- **Win-replay recording + storage.** Every move during a successful
  game appends to a `RecordingReplay` resource; on `GameWonEvent`
  the recording freezes into a `Replay` (seed + draw_mode + mode +
  score + time + ordered move list) and persists to
  `<data_dir>/latest_replay.json` atomically. Single-slot — overwrites
  on every win.
- **"Watch replay" button** in the Stats overlay. Shows the latest
  win's caption and surfaces a button that loads the replay (button
  fires an `InfoToastEvent` describing the replay; full in-engine
  playback is deferred to a future build).
- **Replay upload + fetch endpoints** on the server. `POST /api/replays`
  accepts a `Replay` JSON; `GET /api/replays/:id` returns it. JWT-gated
  with the existing auth middleware. Engine uploads winning replays
  automatically when the player has cloud sync configured.
- **`solitaire_wasm` crate** — new workspace member compiling
  replay-relevant `solitaire_core` types to WebAssembly so a
  browser can re-execute a replay client-side. No-std-friendly
  surface; `wasm-bindgen` glue.
- **Web replay viewer** served from the Solitaire server.
  `GET /replays/:id` returns HTML + CSS + the wasm bundle that
  fetches the replay JSON, rasterises a deal from the seed, and
  animates the recorded moves.
- **Card flight animations on the web side** so the browser viewer
  reads as a real game replay rather than a static dump.

### Fixed

- **Multi-card lift validation.** `solitaire_core::rules::is_valid_tableau_sequence`
  rejects a moved stack whose adjacent cards don't form a descending
  alternating-colour run. Previously a player could lift any
  multi-card selection and drop it as long as the bottom landed
  legally. Wired into `move_cards`'s tableau-destination branch.
- **Softlock detection.** `has_legal_moves` rewritten to walk every
  potential move source (every stock card, every waste card, the
  face-up top of every tableau column) and check it against every
  foundation and every tableau. Previously the heuristic
  early-returned `true` whenever stock had cards — players got
  stuck in unwinnable end-states with no end-game screen.
  `GameOverScreen` now actually fires for true softlocks. Quat's
  exact reproduction case is pinned by a new test.
- **Deal-tween information leak.** New-game now snaps every card
  sprite to the stock pile position before writing
  `StateChangedEvent`, so all 52 cards animate from a single point
  during the deal. Previously the sprites started from their
  previous-game positions, briefly revealing the prior deal.

### Documentation

- `SESSION_HANDOFF.md` refreshed for the Quat smoke-test round
  including investigation findings on solver decisions and
  dependency duplicates.

### Stats

- 1134 passing tests (was 1053 at v0.13.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.13.0] — 2026-05-02

Third UX iteration round on top of v0.12.0. Six handoff candidates
shipped — three small polish items, three larger interaction
features (theme-aware backs, full keyboard play, right-click power
shortcut). Plus two code-review fixes (font handling unified,
sccache wiring removed).

### Added

- **Tooltip-delay slider** in Settings → Gameplay. `tooltip_delay_secs`
  ranges [0.0, 1.5] in 0.1 s steps; "Instant" label when zero.
  `Settings.tooltip_delay_secs` round-trips through serialise/deserialise
  with `#[serde(default)]`. The hover-delay comparison in
  `ui_tooltip` reads from `SettingsResource` with the existing
  `MOTION_TOOLTIP_DELAY_SECS` as the test-fixture fallback.
- **Win-streak fire animation.** New `WinStreakMilestoneEvent` fires
  from `stats_plugin` when `win_streak_current` crosses any of
  [3, 5, 10] (only the threshold crossing — not every subsequent
  win). The HUD streak readout scale-pulses 1.0 → 1.20 → 1.0 over
  `MOTION_STREAK_FLOURISH_SECS` (0.6 s).
- **Score-breakdown reveal on the win modal.** Replaces the single
  "Score: N" line with a per-component reveal (Base / Time bonus /
  No-undo bonus / Mode multiplier / Total). Rows fade in over
  `MOTION_SCORE_BREAKDOWN_FADE_SECS` (0.12 s) staggered by
  `MOTION_SCORE_BREAKDOWN_STAGGER_SECS` (0.15 s). Honours
  `AnimSpeed::Instant` by spawning all rows fully visible.
- **Card backs follow the active theme.** `theme.ron`'s `back` slot
  now actually drives the face-down sprite. Active-theme back
  rasterises alongside the faces and supersedes the legacy
  `back_N.png` picker. The picker remains as a fallback for themes
  that don't ship a back, and the Settings UI surfaces a caption
  ("Active theme provides its own back") + dimmed swatches when
  the override is in effect.
- **Keyboard-only drag-and-drop.** Tab cycles draggable card stacks,
  Enter "lifts" the focused stack, arrow keys (or Tab) cycle the
  legal-destination targets only, Enter confirms, Esc cancels. A
  new `KeyboardDragState` resource models the two-mode flow without
  changing the existing `SelectionState` contract. Mutual exclusion
  with mouse drag uses a sentinel `DragState.active_touch_id =
  KEYBOARD_DRAG_TOUCH_ID` (u64::MAX) so neither pipeline can
  trample the other.
- **Right-click radial menu.** Hold right-click on a face-up card →
  a small ring of icons appears at the cursor with one entry per
  legal destination. Release over an icon → fires
  `MoveRequestEvent`; release in dead space, Esc, or left-click
  cancels. Skips the drag motion entirely. New `RadialMenuPlugin`
  owns the flow; co-exists with the existing `RightClickHighlight`
  pile-marker tint.

### Fixed

- **Font handling consolidated to bundled-only.** Code-review
  feedback: the SVG rasteriser previously mixed
  `load_system_fonts` + bundled FiraMono + a lenient resolver,
  which made card text rendering depend on host fontconfig. Picked
  option (a) and applied it across both layers — `font_plugin` now
  embeds `assets/fonts/main.ttf` via `include_bytes!()` and
  registers it with `Assets<Font>`; `svg_loader::shared_fontdb`
  loads only the bundled bytes; the new `bundled_font_resolver`
  ignores the SVG's `font-family` request and always returns the
  single bundled face. A parse failure aborts with a clear error
  ("bundled FiraMono failed to parse — binary is corrupt").

### Removed

- **Project-level sccache wiring.** Code-review feedback: sccache
  shouldn't be a per-project build dependency. Cargo's incremental
  cache already covers the single-project case, and forcing
  `rustc-wrapper = "sccache"` workspace-wide meant every contributor
  had to install it. `.cargo/config.toml` deleted entirely; plain
  `cargo build` now works without setup.

### Documentation

- `help_plugin` controls reference gains a "Mouse" section covering
  double-click auto-move, right-click highlight, and the new
  hold-RMB radial.
- `help_plugin` also gains a "Keyboard drag" section for the new
  Tab/Enter/Arrows/Esc flow.
- Onboarding slide 3 picks up a `Tab → Enter` row referencing the
  full keyboard drag path.

### Stats

- 1053 passing tests (was 1031 at v0.12.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.12.0] — 2026-05-02

UX feel polish round on top of v0.11.0. Six small-but-tangible
improvements that make the play surface feel more responsive,
forgiving, and discoverable, plus the doc refresh that should have
ridden along with v0.11.0.

### Added

- **Foundation completion flourish.** When a King lands on a
  foundation (Ace-through-King for that suit), a brief celebration
  fires: King card scale-pulses 1.0 → 1.15 → 1.0 over 0.4 s, the
  foundation marker tints `STATE_SUCCESS` for the first half then
  fades, and a synthesised C6→E6→G6 bell ping plays (~240 ms,
  octave above `win_fanfare`'s root so the fourth completion + win
  cascade layer cleanly). New `FoundationCompletedEvent { slot,
  suit }` carries the trigger so future systems can hook in.
- **Drag-cancel return tween.** Illegal drops glide each dragged
  card back to its origin slot over 150 ms with a quintic ease-out
  curve (`MotionCurve::Responsive`, zero overshoot — reads forgiving
  rather than jittery). The audio cue (`card_invalid.wav`) still
  fires for negative feedback. Right-click and double-click invalid
  paths still use `ShakeAnim` since there's no motion to interpolate.
- **Focus ring breathing.** The keyboard focus ring's alpha modulates
  with a 1.4 s sin curve over [0.65, 1.0] of its native value so the
  indicator catches the eye on focus changes without competing with
  gameplay. Honours `AnimSpeed::Instant` by reverting to the static
  outline for reduced-motion users.
- **First-win achievement onboarding toast.** After the player's
  very first win, a one-shot info toast surfaces "First win! Press
  A to see your achievements." `Settings.shown_achievement_onboarding`
  persists the seen state so the cue never re-fires (legacy
  `settings.json` files load to `false` via `#[serde(default)]`).
- **Mode Launcher digit shortcuts.** Pressing M opens the Home modal
  (the Mode Launcher); inside it, pressing 1–5 launches each mode
  directly without needing Tab + Enter. Locked modes (Zen, Challenge,
  Time Attack at level < 5) are silent no-ops. Modal-scoped — digit
  keys outside the launcher fire nothing.

### Fixed

- **Card aspect ratio matches hayeah SVGs.** `CARD_ASPECT` 1.4 →
  1.4523 to match the bundled artwork's natural 167.087 × 242.667
  dimensions. Cards previously rendered ~3.6 % vertically squashed.
  The vertical-budget math in `compute_layout` uses `CARD_ASPECT`
  algebraically so the worst-case-tableau-fits-on-screen guarantee
  adapts automatically.

### Documentation

- **README refresh** with v0.11.0+ features (card themes, HUD
  overhaul, drag feel, unlocked foundations) and a corrected controls
  table — the previous table inverted Z/U for undo and listed H for
  help when F1 is the binding.
- **CHANGELOG.md** added (this file), covering v0.9.0–v0.12.0 with
  Keep a Changelog 1.1.0 conventions.

### Stats

- 1007 passing tests (was 982 at v0.11.0).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.11.0] — 2026-05-02

The biggest release since 0.10.0. Headline threads: a runtime card-theme
system, an HUD restructure that reclaims the play surface, and a round of
UX feel polish surfaced by smoke testing.

### Added

- **Runtime card-theme system** (CARD_PLAN phases 1–7).
  - Bundled default theme ships in the binary via `embedded://` — 52
    [hayeah/playing-cards-assets](https://github.com/hayeah/playing-cards-assets)
    SVGs (MIT) plus a midnight-purple `back.svg` as original work.
  - User themes live under `themes://` rooted at `user_theme_dir()`. Drop
    a directory containing `theme.ron` + 53 SVGs and the registry picks
    it up on next launch.
  - Importer at `solitaire_engine::theme::import_theme(zip)` validates
    archives (20 MB cap, zip-slip rejection, manifest validation, every
    SVG round-tripped through the rasteriser) and atomically unpacks.
  - Picker UI in **Settings → Cosmetic**; selection persists as
    `selected_theme_id` and propagates to live sprites.
- **Reserved HUD top band** (64 px) so cards no longer crowd the score
  readout or action buttons; layout's `top_y` shifts down accordingly.
- **Action-bar auto-fade** — buttons fade out when the cursor leaves the
  band, fade back in when it returns. Lerp at ~167 ms.
- **Visible drop-target overlay during drag** — a soft fill plus 3 px
  outline drawn ABOVE stacked cards for every legal target (full fanned
  column for tableaux, card-sized for foundations and empty tableaux).
  Replaces the previously invisible pile-marker tint.
- **Card drop shadows** — every card casts a neutral 25 % black shadow
  with a 4 px halo; cards in the active drag set switch to a lifted
  shadow (40 % alpha, larger offset, bigger halo).
- **Stock remaining-count badge** — small `·N` chip at the top-right of
  the stock pile so the player can see how close they are to a recycle.
  Hides when the stock empties.

### Changed

- **Foundations are unlocked.** `PileType::Foundation(Suit)` →
  `Foundation(u8)` (slot 0..3). The claimed suit is derived from the
  bottom card via `Pile::claimed_suit()` — no separate field, no
  claim-stuck-after-undo bugs. Any Ace lands in any empty slot, and the
  slot then claims that suit. `next_auto_complete_move` prefers a
  claim-matched slot before falling back to the first empty slot for
  Aces. Empty foundation markers render as plain placeholders (no
  "C/D/H/S").
- **HUD selection label** and **hint toast** read `claimed_suit()` and
  fall through to "Foundation N" / "move to foundation" only when the
  slot is empty.

### Fixed

- **`shared_fontdb` now bundles FiraMono.** The hayeah SVGs reference
  `Bitstream Vera Sans` and `Arial` by name. On minimal Linux installs
  / fresh Wayland sessions / chroots where neither is installed AND the
  CSS-generic aliases don't resolve, card rank/suit text vanished. The
  bundled font is loaded into fontdb and pinned as every CSS generic's
  target so the resolver always lands on something real. Surfaced when
  a second-machine pull rendered cards without glyphs.
- **Theme asset path resolution** — `AssetPath::resolve` (concatenates)
  → `resolve_embed` (RFC 1808 sibling resolution). Was producing paths
  like `…/theme.ron/hearts_4.svg` and failing to load every face SVG.
- **Sync exit log spam** — `push_on_exit` silently no-ops on
  `LocalOnlyProvider`'s `UnsupportedPlatform` instead of warn-spamming
  every shutdown.
- **usvg font-substitution warn spam** — custom `FontResolver.select_font`
  appends `Family::SansSerif` and `Family::Serif` to every query so
  unmatched named families silently fall through.

### Migration

- **In-progress saves invalidated.** `GameState.schema_version` bumped
  1 → 2; pre-v2 `game_state.json` files silently fall through to "fresh
  game on launch." Stats, progress, achievements, and settings live in
  separate files and are unaffected.

### Stats

- 982 passing tests (was 819 at v0.10.0).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.

## [0.10.0] — 2026-04-29

PNG art pipeline plus a major dependency pass. The first release where
the binary shipped with bundled artwork.

### Added

- **52 individual card face PNGs** generated via `solitaire_assetgen`.
- **Custom font** (FiraMono-Medium) loaded via `AssetServer` at startup
  through the new `FontPlugin`.
- **Card backs and backgrounds** upgraded to 120×168 with richer
  patterns.
- **Ambient audio loop** wired through the kira mixer.
- **Arch Linux PKGBUILDs** for the game client and sync server (under
  the separate `solitaire-quest-pkgbuild` directory).
- **Workspace README, CI workflow, migration guide.**

### Changed

- **Bevy 0.15 → 0.18** workspace migration.
- **kira 0.9 → 0.12** audio backend migration.
- **Edition 2024**, MSRV pinned to **Rust 1.95**.
- **rand 0.9** upgrade.
- **Card rendering** moved from `Text2d` overlay to PNG-backed
  `Sprite` with face/back atlases; `Text2d` retained as a headless
  fallback when `CardImageSet` is absent (tests under MinimalPlugins).
- **Asset pipeline** switched from `include_bytes!()` for PNGs/TTFs to
  runtime `AssetServer::load()` so artwork can be swapped without a
  recompile. Audio remains embedded.
- **Removed Google Play Games Services sync backend** — redundant with
  the self-hosted server.

### Fixed

- **Server JWT secret** loaded at startup (was lazy, surfaced as
  intermittent 500s).
- **Daily-challenge race** in the server's seed-generation path.
- **Rate limiter** switched to `SmartIpKeyExtractor` so the limit
  applies per real client IP rather than per upstream proxy.
- **Touch input** uses `MessageReader<TouchInput>` (Bevy 0.18 rename).
- **Sync push/pull races** in async task scheduling.
- **Hot-path allocations** reduced in card-rendering systems.
- **Conflict report coverage** added for sync merge edge cases.

### Stats

- 819 passing tests at tag time.

## [0.9.0] — 2026-04-28

Initial public-tagged release. Established the workspace structure
(`solitaire_core` / `_sync` / `_data` / `_engine` / `_server` / `_app` /
`_assetgen`), the modal scaffold via `ui_modal`, the design-token system
in `ui_theme`, and the four-tier HUD layout. Foundations were
suit-locked at this point; cards rendered as `Text2d` rank/suit overlays
with no PNG artwork yet.

### Added

- Klondike core (Draw One / Draw Three modes).
- Progression system (XP, levels, 18 achievements, daily challenge,
  weekly goals, special modes at level 5).
- Self-hosted sync server (Axum + SQLite + JWT auth).
- All 12 overlay screens migrated to the `ui_modal` scaffold with real
  Primary/Secondary/Tertiary buttons.
- Animation upgrades: `SmoothSnap` slide curves, scoped settle bounce,
  deal jitter, win-cascade rotation.
- Splash screen, focus rings (Phases 1–3), tooltips infrastructure +
  HUD/Settings/popover applications, achievement integration tests,
  destructive-confirm verb unification, leaderboard error/idle states,
  first-launch empty-state polish, hit-target accessibility fix,
  CREDITS.md, persistent window geometry, mode-launcher Home repurpose,
  client-side sync round-trip integration tests.

[Unreleased]: https://github.com/funman300/Rusty_Solitaire/compare/v0.16.0...HEAD
[0.16.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.15.0...v0.16.0
[0.15.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.14.0...v0.15.0
[0.14.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.13.0...v0.14.0
[0.13.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.12.0...v0.13.0
[0.12.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.11.0...v0.12.0
[0.11.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.10.0...v0.11.0
[0.10.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.9.0...v0.10.0
[0.9.0]: https://github.com/funman300/Rusty_Solitaire/releases/tag/v0.9.0
