27cdf78ce0
Two follow-up commits on top of v0.16.0: -87275bf: H-key hint asks the v0.15.0 solver for the actual best first move, with the existing heuristic kept as fallback. -53e3b81: Settings → Gameplay slider tunes replay playback rate (0.10–1.00 s, default 0.45 s) read per frame from SettingsResource. Adds the [0.17.0] CHANGELOG section, folds the post-v0.16.0 provisional table into a v0.17.0 shipped table in SESSION_HANDOFF, prunes the now-stale "Cut v0.17.0" item from the punch list, and re-letters the resume-prompt decision options A–D. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
569 lines
27 KiB
Markdown
569 lines
27 KiB
Markdown
# Changelog
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All notable changes to Solitaire Quest are documented here. The format is
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based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and this
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project follows [Semantic Versioning](https://semver.org/).
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## [Unreleased]
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_Nothing yet._
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## [0.17.0] — 2026-05-06
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A short follow-up round on top of v0.16.0: the H-key hint is no
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longer a heuristic guess but the actual best first move suggested by
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the v0.15.0 solver, and the in-engine replay player now has a
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player-tunable playback rate.
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### Added
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- **Replay-rate slider** in Settings → Gameplay. Tunes
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`replay_move_interval_secs` from 0.10 s to 1.00 s in 0.05 s steps;
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default 0.45 s. `tick_replay_playback` reads the value from
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`SettingsResource` per frame so the slider takes effect on the
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next playback tick — no restart required.
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### Changed
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- **Solver-driven hints.** Pressing **H** used to surface a
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heuristic-best move (foundation moves preferred, then
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tableau-to-tableau by depth-of-flip-revealed). It now asks the
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v0.15.0 solver for the actual provably-best first move via the
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new `solitaire_core::solver::try_solve_with_first_move` /
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`try_solve_from_state` APIs. When the solver returns inconclusive
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(rare deals where the bound runs out before a result), the old
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heuristic remains the fallback. Median 2 ms per H press.
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### Stats
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- 1208 passing tests (was 1196 at v0.16.0 close).
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
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## [0.16.0] — 2026-05-06
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A modal-feel polish round. Every overlay screen now scrolls when its
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content overflows the 800×600 minimum window, every clickable button
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shows a hand cursor on hover, keyboard focus lands on the primary
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button on the same frame the modal opens, and read-only modals
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dismiss when the player clicks the scrim outside the card.
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### Added
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- **Pointer cursor on hover** for every interactive `Button` entity
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(modal buttons, HUD action bar, mode-launcher cards, settings
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toggles, Stats selectors). `update_cursor_icon` gains a fourth
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branch sitting between Grabbing (active drag) and Grab
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(draggable card hover): when no drag is active and any
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`Interaction::Hovered`/`Pressed` button is detected, the window
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cursor swaps to `SystemCursorIcon::Pointer`. A pure
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`pick_cursor_icon` helper makes the priority logic
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unit-testable.
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- **Click-outside-to-dismiss** for the six read-only modals: Stats,
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Achievements, Help, Profile, Leaderboard, Home. New
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`ScrimDismissible` marker on `ModalScrim` opts a modal in;
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`dismiss_modal_on_scrim_click` runs in `Update`, despawns the
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topmost dismissible scrim on a left-mouse press whose cursor
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lands on the scrim and outside every `ModalCard`. Bevy's
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hierarchy despawn cascades to the card and children.
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Settings, Onboarding, Pause, Forfeit confirm, and Confirm New
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Game intentionally don't opt in — they carry unsaved or
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destructive state.
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### Fixed
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- **Modal content scrolls when it overflows** (Achievements, Help,
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Stats, Profile, Leaderboard). Each modal's body Node now
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carries `Overflow::scroll_y()` plus a `max_height` constraint
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(`Val::Vh(70.0)` for most, `Val::Vh(50.0)` for the
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leaderboard's variable-length ranking section) and a marker
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component (`AchievementsScrollable`, `HelpScrollable`,
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`StatsScrollable`, `ProfileScrollable`,
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`LeaderboardScrollable`). A sibling `scroll_*_panel` system
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per modal routes `MouseWheel` events into the body's
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`ScrollPosition`. Mirrors the existing `SettingsPanelScrollable`
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pattern. Home modal intentionally not scrolled — its five
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mode cards + Cancel are sized to fit at 800×600 by design.
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- **Modal focus arrives on the same frame the modal opens.**
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Previously `attach_focusable_to_modal_buttons` and
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`auto_focus_on_modal_open` ran in `Update` alongside arbitrary
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click-handlers that spawn modals; with no ordering edge,
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Bevy's deferred `Commands` queued the new entities but the
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attach system couldn't see them on the same tick. Both systems
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moved to `PostUpdate` so the schedule boundary itself supplies
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the sync point — `FocusedButton` is always populated before
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`app.update()` returns. The very next Tab/Enter press lands on
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a populated resource instead of wasting itself moving focus
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from None to the primary.
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### Stats
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- 1196 passing tests (was 1178 at v0.15.0 close).
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
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## [0.15.0] — 2026-05-02
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In-engine replay playback, the Klondike solver + "Winnable deals
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only" toggle, a 19th achievement, rolling replay history, and a
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significant build-time / binary-size win from disabling Bevy's
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default audio stack.
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### Added
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- **In-engine replay playback** for the Stats overlay's Watch Replay
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button. New `ReplayPlaybackPlugin` runs a state machine
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(Inactive / Playing / Completed) that resets the live game to the
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recorded deal and ticks through `replay.moves` at
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`REPLAY_MOVE_INTERVAL_SECS` (0.45 s) firing the canonical
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`MoveRequestEvent` / `DrawRequestEvent` per recorded move.
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Recording is suppressed during playback so replays don't re-record
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themselves.
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- **Replay overlay banner** (`ReplayOverlayPlugin`) anchored to the
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top of the window during playback. Shows "Replay" label, "Move N
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of M" progress, and a Stop button. Z-order leaves modals
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(Settings, Pause, Help) free to render on top so the player can
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adjust audio mid-replay.
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- **Rolling replay history** at `<data_dir>/replays.json` capped at
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8 entries. Replaces the single-slot `latest_replay.json` (legacy
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file is migrated forward on first launch via
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`migrate_legacy_latest_replay`). Stats overlay gains a Prev / Next
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selector and a "Replay N / M" caption so the player can revisit
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older wins.
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- **"Cinephile" achievement** (#19). Unlocks the first time
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`ReplayPlaybackState` transitions Playing → Completed (i.e. the
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replay played out to its end without the player pressing Stop).
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Stop transitions Playing → Inactive directly so it doesn't count.
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- **Klondike solver** in `solitaire_core::solver`. Iterative-DFS
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with memoisation on a 64-bit canonical state hash, two budget
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knobs (move_budget + state_budget) for pathological cases, and a
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three-state `SolverResult` (Winnable / Unwinnable / Inconclusive).
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Median solve time 2 ms; pathological inconclusives cap near
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120 ms. Pure logic — `solitaire_core` keeps no Bevy or I/O.
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- **"Winnable deals only" toggle** in Settings → Gameplay (default
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off). When on, `handle_new_game` walks seed N, N+1, N+2, …
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through `try_solve` until it finds Winnable or Inconclusive,
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capped at `SOLVER_DEAL_RETRY_CAP` (50) attempts. Daily
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challenges, replays, and explicit-seed requests bypass the
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solver — only random Classic deals are gated.
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### Changed
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- **Bevy default-feature trim** (`bevy = { default-features = false,
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features = [...] }` in workspace Cargo.toml) drops 51 transitive
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crates including the `bevy_audio` → rodio → cpal 0.15 + symphonia
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chain that the project doesn't use (kira handles audio directly).
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The retained feature list is curated to exactly what the engine
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uses; `solitaire_wasm` is unaffected because it doesn't depend on
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bevy.
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### Stats
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- 1178 passing tests (was 1134 at v0.14.0 close).
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
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## [0.14.0] — 2026-05-02
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Two threads land in v0.14.0: the second half of the post-v0.12.0 UX
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candidate list (theme thumbnails, daily-challenge calendar, Time Attack
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auto-save, per-mode bests, time-bonus multiplier) plus a **major new
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feature** — the replay pipeline (record → upload → web viewer). Three
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Quat-reported bugs from a smoke-test round shipped alongside.
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### Added
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- **Theme-picker thumbnails** in Settings → Cosmetic. Each theme chip
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renders a small Ace-of-Spades + back preview pair via the existing
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`rasterize_svg` path. Cached per theme in a new
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`ThemeThumbnailCache`. Themes that lack a preview SVG fall back to
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a transparent placeholder rather than crashing.
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- **14-day daily-challenge calendar** in the Profile modal. Horizontal
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row of dots showing the trailing two weeks; today's dot is ringed
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in `ACCENT_PRIMARY`, completed days fill `STATE_SUCCESS`, missed
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days fill `BG_ELEVATED`. Caption above the row reads "Current
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streak: N · Longest: M".
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- **Time Attack session auto-save** to `<data_dir>/time_attack_session.json`,
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atomic .tmp + rename. 30-second auto-save while a session is active,
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plus on `AppExit`. Sessions whose 10-minute window expired in real
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time while the app was closed are discarded on load. Classic, Zen,
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and Challenge already auto-saved correctly via `game_state.json` —
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Time Attack was the only mode missing session-level persistence.
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- **Per-mode best-score and fastest-win readouts** in the Stats screen.
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`StatsSnapshot` gains six `#[serde(default)]` fields (Classic / Zen
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/ Challenge × best_score + fastest_win_seconds). Stats screen renders
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a "Per-mode bests" section between the primary cell grid and
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progression. Lifetime totals continue to roll all modes together.
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- **Time-bonus multiplier slider** in Settings → Gameplay (0.0–2.0,
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0.1 steps, default 1.0, "Off" label at zero). Cosmetic only —
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multiplies the time-bonus shown in the win modal but does NOT
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affect achievement unlock thresholds (those still use the raw
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unmultiplied score).
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- **Win-replay recording + storage.** Every move during a successful
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game appends to a `RecordingReplay` resource; on `GameWonEvent`
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the recording freezes into a `Replay` (seed + draw_mode + mode +
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score + time + ordered move list) and persists to
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`<data_dir>/latest_replay.json` atomically. Single-slot — overwrites
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on every win.
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- **"Watch replay" button** in the Stats overlay. Shows the latest
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win's caption and surfaces a button that loads the replay (button
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fires an `InfoToastEvent` describing the replay; full in-engine
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playback is deferred to a future build).
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- **Replay upload + fetch endpoints** on the server. `POST /api/replays`
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accepts a `Replay` JSON; `GET /api/replays/:id` returns it. JWT-gated
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with the existing auth middleware. Engine uploads winning replays
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automatically when the player has cloud sync configured.
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- **`solitaire_wasm` crate** — new workspace member compiling
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replay-relevant `solitaire_core` types to WebAssembly so a
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browser can re-execute a replay client-side. No-std-friendly
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surface; `wasm-bindgen` glue.
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- **Web replay viewer** served from the Solitaire server.
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`GET /replays/:id` returns HTML + CSS + the wasm bundle that
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fetches the replay JSON, rasterises a deal from the seed, and
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animates the recorded moves.
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- **Card flight animations on the web side** so the browser viewer
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reads as a real game replay rather than a static dump.
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### Fixed
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- **Multi-card lift validation.** `solitaire_core::rules::is_valid_tableau_sequence`
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rejects a moved stack whose adjacent cards don't form a descending
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alternating-colour run. Previously a player could lift any
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multi-card selection and drop it as long as the bottom landed
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legally. Wired into `move_cards`'s tableau-destination branch.
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- **Softlock detection.** `has_legal_moves` rewritten to walk every
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potential move source (every stock card, every waste card, the
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face-up top of every tableau column) and check it against every
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foundation and every tableau. Previously the heuristic
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early-returned `true` whenever stock had cards — players got
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stuck in unwinnable end-states with no end-game screen.
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`GameOverScreen` now actually fires for true softlocks. Quat's
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exact reproduction case is pinned by a new test.
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- **Deal-tween information leak.** New-game now snaps every card
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sprite to the stock pile position before writing
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`StateChangedEvent`, so all 52 cards animate from a single point
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during the deal. Previously the sprites started from their
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previous-game positions, briefly revealing the prior deal.
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### Documentation
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- `SESSION_HANDOFF.md` refreshed for the Quat smoke-test round
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including investigation findings on solver decisions and
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dependency duplicates.
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### Stats
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- 1134 passing tests (was 1053 at v0.13.0 close).
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
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## [0.13.0] — 2026-05-02
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Third UX iteration round on top of v0.12.0. Six handoff candidates
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shipped — three small polish items, three larger interaction
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features (theme-aware backs, full keyboard play, right-click power
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shortcut). Plus two code-review fixes (font handling unified,
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sccache wiring removed).
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### Added
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- **Tooltip-delay slider** in Settings → Gameplay. `tooltip_delay_secs`
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ranges [0.0, 1.5] in 0.1 s steps; "Instant" label when zero.
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`Settings.tooltip_delay_secs` round-trips through serialise/deserialise
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with `#[serde(default)]`. The hover-delay comparison in
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`ui_tooltip` reads from `SettingsResource` with the existing
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`MOTION_TOOLTIP_DELAY_SECS` as the test-fixture fallback.
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- **Win-streak fire animation.** New `WinStreakMilestoneEvent` fires
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from `stats_plugin` when `win_streak_current` crosses any of
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[3, 5, 10] (only the threshold crossing — not every subsequent
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win). The HUD streak readout scale-pulses 1.0 → 1.20 → 1.0 over
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`MOTION_STREAK_FLOURISH_SECS` (0.6 s).
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- **Score-breakdown reveal on the win modal.** Replaces the single
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"Score: N" line with a per-component reveal (Base / Time bonus /
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No-undo bonus / Mode multiplier / Total). Rows fade in over
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`MOTION_SCORE_BREAKDOWN_FADE_SECS` (0.12 s) staggered by
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`MOTION_SCORE_BREAKDOWN_STAGGER_SECS` (0.15 s). Honours
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`AnimSpeed::Instant` by spawning all rows fully visible.
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- **Card backs follow the active theme.** `theme.ron`'s `back` slot
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now actually drives the face-down sprite. Active-theme back
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rasterises alongside the faces and supersedes the legacy
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`back_N.png` picker. The picker remains as a fallback for themes
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that don't ship a back, and the Settings UI surfaces a caption
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("Active theme provides its own back") + dimmed swatches when
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the override is in effect.
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- **Keyboard-only drag-and-drop.** Tab cycles draggable card stacks,
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Enter "lifts" the focused stack, arrow keys (or Tab) cycle the
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legal-destination targets only, Enter confirms, Esc cancels. A
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new `KeyboardDragState` resource models the two-mode flow without
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changing the existing `SelectionState` contract. Mutual exclusion
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with mouse drag uses a sentinel `DragState.active_touch_id =
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KEYBOARD_DRAG_TOUCH_ID` (u64::MAX) so neither pipeline can
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trample the other.
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- **Right-click radial menu.** Hold right-click on a face-up card →
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a small ring of icons appears at the cursor with one entry per
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legal destination. Release over an icon → fires
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`MoveRequestEvent`; release in dead space, Esc, or left-click
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cancels. Skips the drag motion entirely. New `RadialMenuPlugin`
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owns the flow; co-exists with the existing `RightClickHighlight`
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pile-marker tint.
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### Fixed
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- **Font handling consolidated to bundled-only.** Code-review
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feedback: the SVG rasteriser previously mixed
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`load_system_fonts` + bundled FiraMono + a lenient resolver,
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which made card text rendering depend on host fontconfig. Picked
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option (a) and applied it across both layers — `font_plugin` now
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embeds `assets/fonts/main.ttf` via `include_bytes!()` and
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registers it with `Assets<Font>`; `svg_loader::shared_fontdb`
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loads only the bundled bytes; the new `bundled_font_resolver`
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ignores the SVG's `font-family` request and always returns the
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single bundled face. A parse failure aborts with a clear error
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("bundled FiraMono failed to parse — binary is corrupt").
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### Removed
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- **Project-level sccache wiring.** Code-review feedback: sccache
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shouldn't be a per-project build dependency. Cargo's incremental
|
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cache already covers the single-project case, and forcing
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`rustc-wrapper = "sccache"` workspace-wide meant every contributor
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had to install it. `.cargo/config.toml` deleted entirely; plain
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`cargo build` now works without setup.
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### Documentation
|
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|
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- `help_plugin` controls reference gains a "Mouse" section covering
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double-click auto-move, right-click highlight, and the new
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hold-RMB radial.
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- `help_plugin` also gains a "Keyboard drag" section for the new
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Tab/Enter/Arrows/Esc flow.
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- Onboarding slide 3 picks up a `Tab → Enter` row referencing the
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full keyboard drag path.
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|
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### Stats
|
||
|
||
- 1053 passing tests (was 1031 at v0.12.0 close).
|
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
|
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|
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## [0.12.0] — 2026-05-02
|
||
|
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UX feel polish round on top of v0.11.0. Six small-but-tangible
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improvements that make the play surface feel more responsive,
|
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forgiving, and discoverable, plus the doc refresh that should have
|
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ridden along with v0.11.0.
|
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|
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### Added
|
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|
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- **Foundation completion flourish.** When a King lands on a
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foundation (Ace-through-King for that suit), a brief celebration
|
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fires: King card scale-pulses 1.0 → 1.15 → 1.0 over 0.4 s, the
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foundation marker tints `STATE_SUCCESS` for the first half then
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fades, and a synthesised C6→E6→G6 bell ping plays (~240 ms,
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octave above `win_fanfare`'s root so the fourth completion + win
|
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cascade layer cleanly). New `FoundationCompletedEvent { slot,
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suit }` carries the trigger so future systems can hook in.
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- **Drag-cancel return tween.** Illegal drops glide each dragged
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card back to its origin slot over 150 ms with a quintic ease-out
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curve (`MotionCurve::Responsive`, zero overshoot — reads forgiving
|
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rather than jittery). The audio cue (`card_invalid.wav`) still
|
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fires for negative feedback. Right-click and double-click invalid
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paths still use `ShakeAnim` since there's no motion to interpolate.
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- **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
|
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indicator catches the eye on focus changes without competing with
|
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gameplay. Honours `AnimSpeed::Instant` by reverting to the static
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outline for reduced-motion users.
|
||
- **First-win achievement onboarding toast.** After the player's
|
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very first win, a one-shot info toast surfaces "First win! Press
|
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A to see your achievements." `Settings.shown_achievement_onboarding`
|
||
persists the seen state so the cue never re-fires (legacy
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`settings.json` files load to `false` via `#[serde(default)]`).
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- **Mode Launcher digit shortcuts.** Pressing M opens the Home modal
|
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(the Mode Launcher); inside it, pressing 1–5 launches each mode
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directly without needing Tab + Enter. Locked modes (Zen, Challenge,
|
||
Time Attack at level < 5) are silent no-ops. Modal-scoped — digit
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keys outside the launcher fire nothing.
|
||
|
||
### Fixed
|
||
|
||
- **Card aspect ratio matches hayeah SVGs.** `CARD_ASPECT` 1.4 →
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||
1.4523 to match the bundled artwork's natural 167.087 × 242.667
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dimensions. Cards previously rendered ~3.6 % vertically squashed.
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The vertical-budget math in `compute_layout` uses `CARD_ASPECT`
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||
algebraically so the worst-case-tableau-fits-on-screen guarantee
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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
|