61d891fb76
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>
232 lines
11 KiB
Markdown
232 lines
11 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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## [0.12.0] — 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/v0.12.0...HEAD
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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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