Er, except that I already had a makedist.sh. Transferred new version
Added automatic determination of the SVN revision number if a build
Introduce a versioning mechanism, and an `About' box in all front
I've had two complaints that Solo ought to recognise the numeric
The two Rubik-like puzzles, Sixteen and Twiddle, now support an
Bah. Try the r5766 fix again, this time without the typo.
Completion flashes were occasionally failing to be cleaned up if a
solve_game() is passed the _initial_ game state, not the most recent
Add 3x3 Trivial to the presets list, and make it the default.
Aha, here's a nice easy way to generate really hard puzzles. Added
Allow for trailing '\0' in game_text_format() in various games.
The Twiddle shuffling algorithm was theoretically parity-unbalanced:
I've changed my mind. For the benefit of users with slower
Fix line endings when pasting on Windows.
Forgot to mention that you can undo a Solve operation.
Ahem. The `Solve' option in orientable Twiddle needs to correct the
Added an automatic `Solve' feature to most games. This is useful for
Oops; forgot to check in the copy-to-clipboard option for Windows.
Introduce the concept of a `game_aux_info' structure. This is
It's actually vitally important, it turns out, to have all of the
The addition of a `Copy' menu item on OS X was really beginning to
Copy-to-clipboard for Rectangles.
Copy-to-clipboard facility for Fifteen, Sixteen and Twiddle.
Introduced a new function in every game which formats a game_state
I can never remember what that `TRUE' means in the game structure
Remove outdated comment :-)
I think Windows fonts look better in bold as well.
Fix game IDs, which I broke in the orientability change. Also
After brainstorming with Gareth, we've decided that this is a much
Bah, and of course there's a TODO comment I forgot to remove.
Twiddle now has an additional mode in which tile orientation
Pango-derived fonts seem to generally look better if I ask for them
New puzzle: `twiddle', generalised from a random door-unlocking
Added a `--generate' command-line option in the GTK port of every
Correct block coordinate display when standalone solver shows its
Aha, even better: a Makefile hack that causes auto-detection of GTK
Fix inconsistent vertical centring of text in GTK (and update Solo's
Patches for GTK 2. Puzzles already _built_ under GTK 2, but now it
Command-line solver was dividing up non-square puzzles the wrong way
Pattern also contains an internal solver, so here's a command-line
The command-line solver's difficulty gradings now use the same
Implement the remaining modes of reasoning in nsolve, and thus
Fix trivial UI glitch involving clicking on the border outside the
Remove some legacy debugging code which was breaking the MinGW
Oops; _actually_ add the reasoning mode I mentioned in the last
Various changes prompted by my boss taking an interest:
Outstandingly cute mathematical transformation which allows me to
Introduce configurable symmetry type in generated puzzles, and drop
Simplify clip region handling under Windows, which also makes Solo's
Visual C points out a couple of typos.
Initial checkin of `Solo', the number-placing puzzle popularised by
Oops. Just noticed that the Windows front end completely ignores the
Stop the Pattern grid generation from generating an entire row or
Fixes in grid generation for pedantic special cases when one or both
I've found NSView's setNeedsDisplayInRect: method, which is
Need to impose a _maximum_ width on edit boxes, as well as a minimum
Sanitising the mouse input data was a good idea, but my
Include code in midend.c to sanitise streams of mouse events so that
Ahem. Lots of stuff, including the new OS X sources, was being left
Updates for OS X port (including updating copyright statements).
Ahem. Rogue copy and paste was causing preset menu items to go into
`make release' target, which builds a .dmg disk image in what
Help should have the shortcut Command-?.
Improve OS X help: split back up into multiple files (thanks to
The #definition of COMBINED was done very badly: it was a piece of
First cut at online help under OS X. I just built the HTML version
The main grid outline in Pattern was asymmetric between the top/left
Fix two window-resizing bugs introduced by the addition of the status bar.
Improve fatal error handling.
Added a dock menu which makes it more convenient to launch a new
Implemented the configurable dialog box mechanism, allowing custom
Added a framework for putting things other than the binary into a
Ah, no, _that_ fixes the malloc problem. I'd forgotten that midend.c
I _think_ this has just fixed an uninitialised-memory bug, but I'm
Dynamically frob the menu bar to achieve selection of game presets.
Initial checkin of a Mac OS X port of puzzles, using Cocoa. All
Arrange that we really _can_ compile all the puzzles into a single
Rather than each game backend file exporting a whole load of
Add a `jumble' key (`J') to Net, which scrambles the positions of all unlocked
Add grotty casts to prevent negative -> large positive conversion of cursor
Tweak Pattern doc for consistency with other puzzles.
Bah; r4954 introduced an array overrun.
Game completion detection was occasionally failing to spot a
Move MODULE files out of individual project directories into a
Remove .cvsignore files on all active branches.
Move the deactivate_timer() call from window_destroy() into
Deactivate the timer when we destroy the puzzle window. Otherwise it
Now we have the `dir' parameter, we should use it where it makes
Remove extraneous underscores at start and end of Rectangles seeds.
Net's redraw function now uses the `dir' argument to determine whether it's
After discussion with Simon, the game redraw functions are now passed a new
UI nit: make cursor visible upon use of A/S/D keyboard controls.