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Ferrous-Solitaire/CHANGELOG.md
T
funman300 61d891fb76 docs: CHANGELOG + SESSION_HANDOFF refresh for v0.12.0
CHANGELOG gains a [0.12.0] section covering the second UX iteration
round on top of v0.11.0:
- Foundation completion flourish
- Drag-cancel return tween
- Focus ring breathing
- First-win achievement onboarding toast
- Mode Launcher digit shortcuts
- Card aspect-ratio fix (1.4 → 1.4523)
- Plus the README and CHANGELOG-add docs that rode along

The bottom-of-file compare links thread the new tag into the
existing chain (Unreleased → 0.12.0 → 0.11.0 → ...). Test count
updated to 1007.

SESSION_HANDOFF now distinguishes session 7 round 1 (v0.11.0,
morning) from round 2 (v0.12.0, afternoon) — keeping the audit
trail readable instead of conflating them. The release-prep punch
list collapses to the three tag/push/packaging items; the UX
iteration list opens with six fresh candidates for whoever picks
the next round.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 03:08:46 +00:00

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# Changelog
All notable changes to Solitaire Quest are documented here. The format is
based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and this
project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
_Nothing yet._
## [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_SUCCESS` for the first half then
fades, and a synthesised C6→E6→G6 bell ping plays (~240 ms,
octave above `win_fanfare`'s root so the fourth completion + win
cascade layer cleanly). New `FoundationCompletedEvent { 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 use `ShakeAnim` since 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::Instant` by 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_onboarding`
persists the seen state so the cue never re-fires (legacy
`settings.json` files load to `false` via `#[serde(default)]`).
- **Mode Launcher digit shortcuts.** Pressing M opens the Home modal
(the Mode Launcher); inside it, pressing 15 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_ASPECT` 1.4 →
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 in `compute_layout` uses `CARD_ASPECT`
algebraically 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 v0.9.0v0.12.0 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 17).
- 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 13), 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/v0.12.0...HEAD
[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