fe41b502ac
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>
321 lines
15 KiB
Markdown
321 lines
15 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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## [0.13.0] — 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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- `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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### Stats
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- 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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## [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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### Added
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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
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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.
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- **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`
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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,
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Time Attack at level < 5) are silent no-ops. Modal-scoped — digit
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keys outside the launcher fire nothing.
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### Fixed
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- **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.
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### Documentation
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- **README refresh** with v0.11.0+ features (card themes, HUD
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overhaul, drag feel, unlocked foundations) and a corrected controls
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table — the previous table inverted Z/U for undo and listed H for
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help when F1 is the binding.
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- **CHANGELOG.md** added (this file), covering v0.9.0–v0.12.0 with
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Keep a Changelog 1.1.0 conventions.
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### Stats
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- 1007 passing tests (was 982 at v0.11.0).
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
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## [0.11.0] — 2026-05-02
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The biggest release since 0.10.0. Headline threads: a runtime card-theme
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system, an HUD restructure that reclaims the play surface, and a round of
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UX feel polish surfaced by smoke testing.
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### Added
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- **Runtime card-theme system** (CARD_PLAN phases 1–7).
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- Bundled default theme ships in the binary via `embedded://` — 52
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[hayeah/playing-cards-assets](https://github.com/hayeah/playing-cards-assets)
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SVGs (MIT) plus a midnight-purple `back.svg` as original work.
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- User themes live under `themes://` rooted at `user_theme_dir()`. Drop
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a directory containing `theme.ron` + 53 SVGs and the registry picks
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it up on next launch.
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- Importer at `solitaire_engine::theme::import_theme(zip)` validates
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archives (20 MB cap, zip-slip rejection, manifest validation, every
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SVG round-tripped through the rasteriser) and atomically unpacks.
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- Picker UI in **Settings → Cosmetic**; selection persists as
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`selected_theme_id` and propagates to live sprites.
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- **Reserved HUD top band** (64 px) so cards no longer crowd the score
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readout or action buttons; layout's `top_y` shifts down accordingly.
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- **Action-bar auto-fade** — buttons fade out when the cursor leaves the
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band, fade back in when it returns. Lerp at ~167 ms.
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- **Visible drop-target overlay during drag** — a soft fill plus 3 px
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outline drawn ABOVE stacked cards for every legal target (full fanned
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column for tableaux, card-sized for foundations and empty tableaux).
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Replaces the previously invisible pile-marker tint.
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- **Card drop shadows** — every card casts a neutral 25 % black shadow
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with a 4 px halo; cards in the active drag set switch to a lifted
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shadow (40 % alpha, larger offset, bigger halo).
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- **Stock remaining-count badge** — small `·N` chip at the top-right of
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the stock pile so the player can see how close they are to a recycle.
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Hides when the stock empties.
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### Changed
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- **Foundations are unlocked.** `PileType::Foundation(Suit)` →
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`Foundation(u8)` (slot 0..3). The claimed suit is derived from the
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bottom card via `Pile::claimed_suit()` — no separate field, no
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claim-stuck-after-undo bugs. Any Ace lands in any empty slot, and the
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slot then claims that suit. `next_auto_complete_move` prefers a
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claim-matched slot before falling back to the first empty slot for
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Aces. Empty foundation markers render as plain placeholders (no
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"C/D/H/S").
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- **HUD selection label** and **hint toast** read `claimed_suit()` and
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fall through to "Foundation N" / "move to foundation" only when the
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slot is empty.
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### Fixed
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- **`shared_fontdb` now bundles FiraMono.** The hayeah SVGs reference
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`Bitstream Vera Sans` and `Arial` by name. On minimal Linux installs
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/ fresh Wayland sessions / chroots where neither is installed AND the
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CSS-generic aliases don't resolve, card rank/suit text vanished. The
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bundled font is loaded into fontdb and pinned as every CSS generic's
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target so the resolver always lands on something real. Surfaced when
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a second-machine pull rendered cards without glyphs.
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- **Theme asset path resolution** — `AssetPath::resolve` (concatenates)
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→ `resolve_embed` (RFC 1808 sibling resolution). Was producing paths
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like `…/theme.ron/hearts_4.svg` and failing to load every face SVG.
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- **Sync exit log spam** — `push_on_exit` silently no-ops on
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`LocalOnlyProvider`'s `UnsupportedPlatform` instead of warn-spamming
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every shutdown.
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- **usvg font-substitution warn spam** — custom `FontResolver.select_font`
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appends `Family::SansSerif` and `Family::Serif` to every query so
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unmatched named families silently fall through.
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### Migration
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- **In-progress saves invalidated.** `GameState.schema_version` bumped
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1 → 2; pre-v2 `game_state.json` files silently fall through to "fresh
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game on launch." Stats, progress, achievements, and settings live in
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separate files and are unaffected.
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### Stats
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- 982 passing tests (was 819 at v0.10.0).
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
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## [0.10.0] — 2026-04-29
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PNG art pipeline plus a major dependency pass. The first release where
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the binary shipped with bundled artwork.
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### Added
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- **52 individual card face PNGs** generated via `solitaire_assetgen`.
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- **Custom font** (FiraMono-Medium) loaded via `AssetServer` at startup
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through the new `FontPlugin`.
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- **Card backs and backgrounds** upgraded to 120×168 with richer
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patterns.
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- **Ambient audio loop** wired through the kira mixer.
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- **Arch Linux PKGBUILDs** for the game client and sync server (under
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the separate `solitaire-quest-pkgbuild` directory).
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- **Workspace README, CI workflow, migration guide.**
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### Changed
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- **Bevy 0.15 → 0.18** workspace migration.
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- **kira 0.9 → 0.12** audio backend migration.
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- **Edition 2024**, MSRV pinned to **Rust 1.95**.
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- **rand 0.9** upgrade.
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- **Card rendering** moved from `Text2d` overlay to PNG-backed
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`Sprite` with face/back atlases; `Text2d` retained as a headless
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fallback when `CardImageSet` is absent (tests under MinimalPlugins).
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- **Asset pipeline** switched from `include_bytes!()` for PNGs/TTFs to
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runtime `AssetServer::load()` so artwork can be swapped without a
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recompile. Audio remains embedded.
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- **Removed Google Play Games Services sync backend** — redundant with
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the self-hosted server.
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### Fixed
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- **Server JWT secret** loaded at startup (was lazy, surfaced as
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intermittent 500s).
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- **Daily-challenge race** in the server's seed-generation path.
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- **Rate limiter** switched to `SmartIpKeyExtractor` so the limit
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applies per real client IP rather than per upstream proxy.
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- **Touch input** uses `MessageReader<TouchInput>` (Bevy 0.18 rename).
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- **Sync push/pull races** in async task scheduling.
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- **Hot-path allocations** reduced in card-rendering systems.
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- **Conflict report coverage** added for sync merge edge cases.
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### Stats
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- 819 passing tests at tag time.
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## [0.9.0] — 2026-04-28
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Initial public-tagged release. Established the workspace structure
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(`solitaire_core` / `_sync` / `_data` / `_engine` / `_server` / `_app` /
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`_assetgen`), the modal scaffold via `ui_modal`, the design-token system
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in `ui_theme`, and the four-tier HUD layout. Foundations were
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suit-locked at this point; cards rendered as `Text2d` rank/suit overlays
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with no PNG artwork yet.
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### Added
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- Klondike core (Draw One / Draw Three modes).
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- Progression system (XP, levels, 18 achievements, daily challenge,
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weekly goals, special modes at level 5).
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- Self-hosted sync server (Axum + SQLite + JWT auth).
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- All 12 overlay screens migrated to the `ui_modal` scaffold with real
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Primary/Secondary/Tertiary buttons.
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- Animation upgrades: `SmoothSnap` slide curves, scoped settle bounce,
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deal jitter, win-cascade rotation.
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- Splash screen, focus rings (Phases 1–3), tooltips infrastructure +
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HUD/Settings/popover applications, achievement integration tests,
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destructive-confirm verb unification, leaderboard error/idle states,
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first-launch empty-state polish, hit-target accessibility fix,
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CREDITS.md, persistent window geometry, mode-launcher Home repurpose,
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client-side sync round-trip integration tests.
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[Unreleased]: https://github.com/funman300/Rusty_Solitaire/compare/v0.13.0...HEAD
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[0.13.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.12.0...v0.13.0
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[0.12.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.11.0...v0.12.0
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[0.11.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.10.0...v0.11.0
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[0.10.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.9.0...v0.10.0
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[0.9.0]: https://github.com/funman300/Rusty_Solitaire/releases/tag/v0.9.0
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