CHANGELOG gains a [0.13.0] section covering the third UX iteration round on top of v0.12.0: - Tooltip-delay slider, streak fire, score-breakdown reveal - Card backs follow active theme - Drag-with-keyboard - Right-click radial menu Plus two code-review fixes (Removed: sccache wiring, Fixed: bundled- only font handling). The bottom-of-file compare links thread the new tag into the existing chain. Test count updated to 1053. SESSION_HANDOFF gains a "Session 7 round 3" table summarising the six commits and rolls the punch list forward — UX candidate list exhausted again, fresh six-item list seeded for a future round (daily-challenge calendar, theme-picker thumbnails, per-mode high scores, in-progress auto-save for Zen/Time Attack, configurable scoring weights, win replays). Resume prompt asks A/B/C/D about push, smoke-test, next round, or packaging. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Changelog
All notable changes to Solitaire Quest are documented here. The format is based on Keep a Changelog and this project follows Semantic Versioning.
Unreleased
Nothing yet.
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_secsranges [0.0, 1.5] in 0.1 s steps; "Instant" label when zero.Settings.tooltip_delay_secsround-trips through serialise/deserialise with#[serde(default)]. The hover-delay comparison inui_tooltipreads fromSettingsResourcewith the existingMOTION_TOOLTIP_DELAY_SECSas the test-fixture fallback. - Win-streak fire animation. New
WinStreakMilestoneEventfires fromstats_pluginwhenwin_streak_currentcrosses 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 overMOTION_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 byMOTION_SCORE_BREAKDOWN_STAGGER_SECS(0.15 s). HonoursAnimSpeed::Instantby spawning all rows fully visible. - Card backs follow the active theme.
theme.ron'sbackslot now actually drives the face-down sprite. Active-theme back rasterises alongside the faces and supersedes the legacyback_N.pngpicker. 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
KeyboardDragStateresource models the two-mode flow without changing the existingSelectionStatecontract. Mutual exclusion with mouse drag uses a sentinelDragState.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. NewRadialMenuPluginowns the flow; co-exists with the existingRightClickHighlightpile-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_pluginnow embedsassets/fonts/main.ttfviainclude_bytes!()and registers it withAssets<Font>;svg_loader::shared_fontdbloads only the bundled bytes; the newbundled_font_resolverignores the SVG'sfont-familyrequest 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.tomldeleted entirely; plaincargo buildnow works without setup.
Documentation
help_plugincontrols reference gains a "Mouse" section covering double-click auto-move, right-click highlight, and the new hold-RMB radial.help_pluginalso gains a "Keyboard drag" section for the new Tab/Enter/Arrows/Esc flow.- Onboarding slide 3 picks up a
Tab → Enterrow 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_SUCCESSfor the first half then fades, and a synthesised C6→E6→G6 bell ping plays (~240 ms, octave abovewin_fanfare's root so the fourth completion + win cascade layer cleanly). NewFoundationCompletedEvent { 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 useShakeAnimsince 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::Instantby 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_onboardingpersists the seen state so the cue never re-fires (legacysettings.jsonfiles load tofalsevia#[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_ASPECT1.4 → 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 incompute_layoutusesCARD_ASPECTalgebraically 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 SVGs (MIT) plus a midnight-purpleback.svgas original work. - User themes live under
themes://rooted atuser_theme_dir(). Drop a directory containingtheme.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_idand propagates to live sprites.
- Bundled default theme ships in the binary via
- Reserved HUD top band (64 px) so cards no longer crowd the score
readout or action buttons; layout's
top_yshifts 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
·Nchip 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 viaPile::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_moveprefers 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_fontdbnow bundles FiraMono. The hayeah SVGs referenceBitstream Vera SansandArialby 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.svgand failing to load every face SVG. - Sync exit log spam —
push_on_exitsilently no-ops onLocalOnlyProvider'sUnsupportedPlatforminstead of warn-spamming every shutdown. - usvg font-substitution warn spam — custom
FontResolver.select_fontappendsFamily::SansSerifandFamily::Serifto every query so unmatched named families silently fall through.
Migration
- In-progress saves invalidated.
GameState.schema_versionbumped 1 → 2; pre-v2game_state.jsonfiles 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
AssetServerat startup through the newFontPlugin. - 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-pkgbuilddirectory). - 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
Text2doverlay to PNG-backedSpritewith face/back atlases;Text2dretained as a headless fallback whenCardImageSetis absent (tests under MinimalPlugins). - Asset pipeline switched from
include_bytes!()for PNGs/TTFs to runtimeAssetServer::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
SmartIpKeyExtractorso 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_modalscaffold with real Primary/Secondary/Tertiary buttons. - Animation upgrades:
SmoothSnapslide 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.