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>
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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.
0.11.0 — 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.