Stand-alone command-line interface to the obfuscate_bitmap()
The other day I found it useful for a (silly) special purpose to
Fix parenthesis problem in Light Up solver. Should fix Debian bug
Let's have some more presets in here: 3x3 is much _too_ short and
Patch from Lee Dowling to implement mouse control in Sokoban, along
Take out some lurking "nullgame" holdovers from unfinished puzzle
Patches from Lee Dowling to make Light Up and Net use the
Couple of solving-related mid-end tweaks. Firstly, when we generate
Check return values from fwrite when saving files.
Patch from Lambros to improve the generality of path-generation. In
Patch from Chris Boyle to prevent Solo's inter-block dividing lines
Apply "103_fix-unequal-digit-h.diff" from the Debian package:
Remove strange punctuation.
Cut-and-paste error which was preventing any drop-down list in the
Lambros points out that trying to generate a 3x3 Cairo Easy grid
Patch from Lambros implementing error highlighting in Loopy.
Yet another complete rewrite of Slant's loop detection during
Cosmetic: fix mismatch between game_compute_size() and game_redraw()
Lambros provides this workaround for a compiler warning on his
Oops, left this out of r8178: having defined COMBINED everywhere in
Change to the handling of -DCOMBINED in the makefiles. Instead of
Patch from James H providing lots more paranoid casting. Also one
Patch from James H to centralise some generally useful cursor-
Since the lack of this has caused portability issues in the past:
Patch from James H to make new-Loopy port more easily.
Having played new-Loopy a bit recently, I've had occasion to think a
How did I manage to check this in without actually trying to build
New Loopy save file, compatible with the new Loopy.
Nearly forgot: Lambros definitely deserves a place in the copyright
Don't call changed_preset() until after we've initialised
Completely re-engineered version of Loopy, courtesy of Lambros
New infrastructure feature. Games are now permitted to be
Correction from James H: sqrt(0) shouldn't occur any more than
More operations and bug fixes from James H.
Add a build version designation to the NestedVM build, after Jacob
Build the Java versions of the puzzles automatically as part of the
Handle a <param name="game_id"> by passing it in to the C side as
The Java console keeps showing up error reports due to being asked
James H has helpfully provided yet more silly operators for the -A
An option to enable a debugging mode for the BFS.
Michael Schierl's patch to compile the puzzles as Java applets using
Just noticed that the return value of midend_process_key() wasn't
New -A mode permitting even madder operators, and also -m to try to
Shamelessly pander to compilers whose data flow warning systems
Now that we're highlighting the currently selected preset in the
Implement tick marks in the Type menu on Windows. Now all my front
Implement tick marks in the Type menu on OS X.
New feature in midend.c which allows us to ask for the number of the
Having got Jigsaw mode generation working at reasonable speed, we
Improvements to filled-grid generation. Introduced a cunning idea
Ahem. Apparently forgot to compile-test after that one last tiny
Revise the printing colour framework so that we can explicitly
Pedantic tweaks to allow successful compilation on Windows. (gcc
Substantial reworking of Solo so that it implements both Sudoku-X
Hmm. Telling xvfb to default to a TrueColor visual did help, in that
I _think_, after some fairly random experimentation, that this ought
Update the OS X Puzzles makefile so that it builds on Leopard and
UI change to Filling: allow multiple squares to be set at once.
Syntactic fixes by Zach Wily to make the OS X build work under 10.5.
64-bit cleanliness: we were already carefully using a uint32 type in
A rigorous proof. Totally unimportant to the code, but I didn't want
I've just realised that my deliberate avoidance of non-simply
Commit my work so far on a generator for Nikoli's `Block Puzzle'. It
Ahem. Finishing writing the comment _before_ checkin is generally sensible.
Allow a 1-omino to be completely destroyed and recreated in an
Better test-mode diagnostics.
A piece of library code which constructs a random division of a
Experimental UI tweak enabled by a hacky environment variable:
A user points out that Loopy's solver relies on elements of the
Updates and improvements from Jonas Koelker.
Left puzzles.rc2 out of the tarball. Oops.
More forgiving selection of dragging targets.
Graphics tweak: make the top-right and bottom-left corners of
In-game user interface to the solver.
Fix tiny memory leak if you pressed Solve while part way through an
Remove the check for disconnected pieces; it's over-general and
noicon.rc was missing from the Unix source archive, which caused a
Add an optional move limit during game generation.
Slight solver speedup by tracking more carefully which block merges
Add a new misc.c function needed by Slide's colour setup.
Close-to-finished auto-generating implementation of Klotski.
I still haven't managed to get the WinCE port building via bob, but
Ensure the shuffling process never produces an already-solved grid.
In the Windows frontend, stop tab navigation from activating buttons.
Er, and now do that _without_ introducing further segfaults.
Stop failing assertions when we encounter an insoluble puzzle.
Kyle Brazell points out that the completion checker considers a
Disallow clicks between squares.
r7364 failed to expand a malloc to match the larger data being put
Gary Wong observes that solo's decode_params() is overenthusiastic
Gary Wong points out that solosolver's verbose output is
Since we've changed the semantics of the `expand' argument to midend_size(),
Patch from Ben Hutchings to allow user-initiated tilesize changes to persist
Ben Hutchings' patch to allow Gtk windows to be shrunk as well as grown