# 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._ ## [0.18.0] — 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` 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 `/replays/` 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: \" 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`. ### 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 `/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 `/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 `/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`; `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` (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