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The CHANGELOG didn't exist; v0.11.0 felt too meaty to land without one and starting from v0.10.0+ would have made the file feel rootless. The format follows Keep a Changelog 1.1.0 with the standard Added / Changed / Fixed / Removed sections per release plus a Migration block when relevant. v0.11.0 (2026-05-02) — full coverage of the card-theme system, HUD overhaul, drag-feel polish (drop overlay, drop shadows, stock count badge, unlocked foundations), the FiraMono fontdb fix, and the schema-version bump that invalidates pre-v2 game_state.json saves on launch. 982 tests, zero clippy. v0.10.0 (2026-04-29) — PNG art pipeline, Bevy 0.15 → 0.18 migration, kira 0.9 → 0.12 migration, Rust edition 2024 + MSRV 1.95, custom font, JWT-secret-at-startup fix, SmartIpKeyExtractor, MessageReader touch-input fix. v0.9.0 (2026-04-28) — initial public-tagged release: workspace structure, modal scaffold, design-token system, four-tier HUD, progression, sync server, splash, focus rings, tooltips, achievement integration tests, all the foundation work that predates the card-theme rewrite. README gains a Changelog section linking to the new file. The bottom-of-file compare links use the corrected github.com/funman300/Rusty_Solitaire URL so the rendered page on GitHub auto-generates the correct diff views once the tags are pushed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
169 lines
7.6 KiB
Markdown
169 lines
7.6 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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## [0.11.0] — 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/v0.11.0...HEAD
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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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