CHANGELOG gains a [0.15.0] section covering 7 commits since v0.14.0: Bevy default-features trim (51 transitive crates dropped), in-engine replay playback core + overlay banner + Stats button wiring, rolling replay history (last 8 wins) with selector UI, "Cinephile" achievement (#19), and the Klondike solver + "Winnable deals only" toggle. The bottom-of-file compare links thread the new tag into the chain. Test count updated to 1178. SESSION_HANDOFF rewritten for the post-v0.15.0 state. Open punch list collapsed to two release-prep items (smoke-test, desktop packaging) and six fresh next-round candidates: solver-driven hints (now unblocked), playback-rate slider, solver progress overlay, solver-on-async-compute, per-deal "won previously" indicator, replay sharing. Resume prompt asks A–E. 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.
0.15.0 — 2026-05-02
In-engine replay playback, the Klondike solver + "Winnable deals only" toggle, a 19th achievement, rolling replay history, and a significant build-time / binary-size win from disabling Bevy's default audio stack.
Added
- In-engine replay playback for the Stats overlay's Watch Replay
button. New
ReplayPlaybackPluginruns a state machine (Inactive / Playing / Completed) that resets the live game to the recorded deal and ticks throughreplay.movesatREPLAY_MOVE_INTERVAL_SECS(0.45 s) firing the canonicalMoveRequestEvent/DrawRequestEventper recorded move. Recording is suppressed during playback so replays don't re-record themselves. - Replay overlay banner (
ReplayOverlayPlugin) anchored to the top of the window during playback. Shows "Replay" label, "Move N of M" progress, and a Stop button. Z-order leaves modals (Settings, Pause, Help) free to render on top so the player can adjust audio mid-replay. - Rolling replay history at
<data_dir>/replays.jsoncapped at 8 entries. Replaces the single-slotlatest_replay.json(legacy file is migrated forward on first launch viamigrate_legacy_latest_replay). Stats overlay gains a Prev / Next selector and a "Replay N / M" caption so the player can revisit older wins. - "Cinephile" achievement (#19). Unlocks the first time
ReplayPlaybackStatetransitions Playing → Completed (i.e. the replay played out to its end without the player pressing Stop). Stop transitions Playing → Inactive directly so it doesn't count. - Klondike solver in
solitaire_core::solver. Iterative-DFS with memoisation on a 64-bit canonical state hash, two budget knobs (move_budget + state_budget) for pathological cases, and a three-stateSolverResult(Winnable / Unwinnable / Inconclusive). Median solve time 2 ms; pathological inconclusives cap near 120 ms. Pure logic —solitaire_corekeeps no Bevy or I/O. - "Winnable deals only" toggle in Settings → Gameplay (default
off). When on,
handle_new_gamewalks seed N, N+1, N+2, … throughtry_solveuntil it finds Winnable or Inconclusive, capped atSOLVER_DEAL_RETRY_CAP(50) attempts. Daily challenges, replays, and explicit-seed requests bypass the solver — only random Classic deals are gated.
Changed
- Bevy default-feature trim (
bevy = { default-features = false, features = [...] }in workspace Cargo.toml) drops 51 transitive crates including thebevy_audio→ rodio → cpal 0.15 + symphonia chain that the project doesn't use (kira handles audio directly). The retained feature list is curated to exactly what the engine uses;solitaire_wasmis unaffected because it doesn't depend on bevy.
Stats
- 1178 passing tests (was 1134 at v0.14.0 close).
- Zero clippy warnings under
--workspace --all-targets -- -D warnings.
0.14.0 — 2026-05-02
Two threads land in v0.14.0: the second half of the post-v0.12.0 UX candidate list (theme thumbnails, daily-challenge calendar, Time Attack auto-save, per-mode bests, time-bonus multiplier) plus a major new feature — the replay pipeline (record → upload → web viewer). Three Quat-reported bugs from a smoke-test round shipped alongside.
Added
- Theme-picker thumbnails in Settings → Cosmetic. Each theme chip
renders a small Ace-of-Spades + back preview pair via the existing
rasterize_svgpath. Cached per theme in a newThemeThumbnailCache. Themes that lack a preview SVG fall back to a transparent placeholder rather than crashing. - 14-day daily-challenge calendar in the Profile modal. Horizontal
row of dots showing the trailing two weeks; today's dot is ringed
in
ACCENT_PRIMARY, completed days fillSTATE_SUCCESS, missed days fillBG_ELEVATED. Caption above the row reads "Current streak: N · Longest: M". - Time Attack session auto-save to
<data_dir>/time_attack_session.json, atomic .tmp + rename. 30-second auto-save while a session is active, plus onAppExit. Sessions whose 10-minute window expired in real time while the app was closed are discarded on load. Classic, Zen, and Challenge already auto-saved correctly viagame_state.json— Time Attack was the only mode missing session-level persistence. - Per-mode best-score and fastest-win readouts in the Stats screen.
StatsSnapshotgains six#[serde(default)]fields (Classic / Zen / Challenge × best_score + fastest_win_seconds). Stats screen renders a "Per-mode bests" section between the primary cell grid and progression. Lifetime totals continue to roll all modes together. - Time-bonus multiplier slider in Settings → Gameplay (0.0–2.0, 0.1 steps, default 1.0, "Off" label at zero). Cosmetic only — multiplies the time-bonus shown in the win modal but does NOT affect achievement unlock thresholds (those still use the raw unmultiplied score).
- Win-replay recording + storage. Every move during a successful
game appends to a
RecordingReplayresource; onGameWonEventthe recording freezes into aReplay(seed + draw_mode + mode + score + time + ordered move list) and persists to<data_dir>/latest_replay.jsonatomically. Single-slot — overwrites on every win. - "Watch replay" button in the Stats overlay. Shows the latest
win's caption and surfaces a button that loads the replay (button
fires an
InfoToastEventdescribing the replay; full in-engine playback is deferred to a future build). - Replay upload + fetch endpoints on the server.
POST /api/replaysaccepts aReplayJSON;GET /api/replays/:idreturns it. JWT-gated with the existing auth middleware. Engine uploads winning replays automatically when the player has cloud sync configured. solitaire_wasmcrate — new workspace member compiling replay-relevantsolitaire_coretypes to WebAssembly so a browser can re-execute a replay client-side. No-std-friendly surface;wasm-bindgenglue.- Web replay viewer served from the Solitaire server.
GET /replays/:idreturns HTML + CSS + the wasm bundle that fetches the replay JSON, rasterises a deal from the seed, and animates the recorded moves. - Card flight animations on the web side so the browser viewer reads as a real game replay rather than a static dump.
Fixed
- Multi-card lift validation.
solitaire_core::rules::is_valid_tableau_sequencerejects a moved stack whose adjacent cards don't form a descending alternating-colour run. Previously a player could lift any multi-card selection and drop it as long as the bottom landed legally. Wired intomove_cards's tableau-destination branch. - Softlock detection.
has_legal_movesrewritten to walk every potential move source (every stock card, every waste card, the face-up top of every tableau column) and check it against every foundation and every tableau. Previously the heuristic early-returnedtruewhenever stock had cards — players got stuck in unwinnable end-states with no end-game screen.GameOverScreennow actually fires for true softlocks. Quat's exact reproduction case is pinned by a new test. - Deal-tween information leak. New-game now snaps every card
sprite to the stock pile position before writing
StateChangedEvent, so all 52 cards animate from a single point during the deal. Previously the sprites started from their previous-game positions, briefly revealing the prior deal.
Documentation
SESSION_HANDOFF.mdrefreshed for the Quat smoke-test round including investigation findings on solver decisions and dependency duplicates.
Stats
- 1134 passing tests (was 1053 at v0.13.0 close).
- Zero clippy warnings under
--workspace --all-targets -- -D warnings.
0.13.0 — 2026-05-02
Third UX iteration round on top of v0.12.0. Six handoff candidates shipped — three small polish items, three larger interaction features (theme-aware backs, full keyboard play, right-click power shortcut). Plus two code-review fixes (font handling unified, sccache wiring removed).
Added
- Tooltip-delay slider in Settings → Gameplay.
tooltip_delay_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.