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* v4.4.0: stable installers that follow the newest published buildsalmonik7 days1-1/+1
| | | | | | Adds web/latest.php: a plain-text feed of the newest version with each artifact's filename and SHA-256. The per-release generated installers are replaced by stable web/install.sh and web/install.ps1; both read the feed, pick the newest build, verify it, install per-user and add a launcher. Publishing a new app version no longer regenerates or versions the installers. publish.sh drops the installer renderer and Python dependency. deploy.sh now also verifies latest.php against the local artifacts and that the served installer scripts match the repository.
* v4.3.1: render Windows through wgpu and keep the installer window opensalmonik7 days1-1/+1
| | | | | | Windows 10 1809 sessions with only the Microsoft display driver expose OpenGL 1.1, which egui_glow refuses. The Windows build now uses wgpu on Direct3D 12 and its adapter selector accepts WARP, the software rasterizer, after every hardware class, so a VM or Remote Desktop session still starts. Linux keeps the smaller glow renderer. The GUI is a windows-subsystem binary now, so launching it from the Start menu does not flash a console; startup failures and --help go to a native message box. The PowerShell installer pauses before closing unless -NoPause is passed.
* v4.3.0: package the desktop app with verifiable installerssalmonik7 days1-1/+1
| | | | | | publish.sh builds the GUI with the gui-release profile, names it zagan-bet-gui-<version>-<platform>-<arch>, and renders a bash and a PowerShell installer next to each app. Both embed the app's SHA-256, verify the file (or fetch it), install per-user and add a launcher: a desktop entry plus an SVG icon on Linux, a Start-menu shortcut on Windows. The download page gains a Desktop app section with the apps and installers, keeps the terminal client and server, links the public git repository for the GPL source, and lists every file in the sha256sum block. deploy.sh verifies all four artifact kinds. Publishing refuses a dirty tree so the linked history matches the binaries.
* v4.2.1: plain-language game copy and a balance fetch on loginsalmonik7 days1-1/+1
| | | | The lobby and every game screen now speak to a player, not an operator: each game has one how-to sentence, and the table headers, limits, RTP, paytable and server-timing notes are gone. The account and balance are fetched whenever a session signs in, including stored-credential auto-login, so the header is filled before the lobby appears.
* v4.2.0: wire the GUI to the core, transport and all four gamessalmonik7 days1-1/+1
| | | | | | | | | | Phase 4. The egui frontend now shares ClientCore and the client database with the terminal: one background worker owns TLS, trust answers go through a channel, and a 10 s request deadline mirrors the terminal socket timeout. First contact, a changed key and a version mismatch are explicit screens; login can remember the credential and auto-login signs in before the login form appears. Adds the lobby with an update notice, a full-width scrollable history table, and the four games painted from View: slots with reel animation and win lines that stop at the last matching reel, roulette with the hover lattice and wheel spin, blackjack with vector-drawn suits, and a smooth crash curve. Sidebars pin their action block; leaving a live hand or round asks before forfeiting. The header balance holds the staked amount while the reels or wheel turn and only shows the payout when they stop. Refused spins cancel the animation. Live crash multipliers keep full precision for the chart; the terminal still displays two decimals. Verified live against a 4.2.0 server: register, login, auto-login, trust, all four games settling, history (50 rows), logout, disconnect, forfeit confirmation, and the version-mismatch screen. Release: 8.3 MB Linux, 6.8 MB Windows, 61 ms to window, 131 MB idle RSS.
* v4.1.1: pointer-first betting and visible payouts in the GUIsalmonik7 days1-1/+1
| | | | | | | | The felt snaps the hover to the shared fine lattice: inner half of a cell is a straight, an edge a split, a crossing a corner. A translucent chip previews the target and the covered cells tint. Left click adds the selected chip, right or middle click takes one back through the new Bets::reduce; C or CLEAR empties the slip, and SPIN stays disabled with no chips. The result now pays out: the wheel leaves the winning pocket under the pointer, the winning cell and pocket get a gold outline, and the sidebar reports the amount returned and the net for the round (NO WIN on a loss). Placing a chip after a result starts the next round without losing the wheel position. The column row now spans the full width like a real table instead of hugging the left edge. Adds tests for lattice snapping, target naming and taking chips back.
* v4.1.0: add the egui workspace member and the roulette style spikesalmonik7 days1-1/+14
| | | | | | | | Phase 3 of the GUI plan. gui/ is a separate package that depends on the core with default features off, so egui never enters the TUI or server build graph. It carries the theme tokens and two embedded fonts (Open Sans OFL, Hack MIT), paints the felt, chips, cursor and wheel from RouletteView, and composes the persistent header with the betting sidebar. The reference screen runs on demo state: arrow keys move the shared Cursor, clicks place chips, and SPIN animates a 2.4 s wheel that settles with the winning pocket under the pointer. No network until Phase 4. Verified x86_64-pc-windows-gnu cross-compile. Measured on Linux at 1080p with llvmpipe: 6.0 MB binary (4.7 MB on Windows), 52 ms to window, 137 MB idle RSS, 0% idle CPU.
* v4.0.7: finish the Phase 1 boundary with a command shellsalmonik7 days1-1/+1
| | | | | | The terminal command line moves to client::shell: a typed line becomes a core Command or an adapter action (connect, login, register, set-credential, host maintenance). ClientCore loses submit_line and the last TUI-shaped effects (Interactive, SetPrompt, ListHosts, ForgetHost, AnimateRoulette); the adapter animates roulette from the Result view. Adds forget-login, which drops the stored credential for the pinned key and keeps trust, distinct from logout (session only) and forget-host (trust too).
* v4.0.6: move the prompt editor and key mapping out of the coresalmonik7 days1-1/+1
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* v4.0.5: login and registration as core commandssalmonik7 days1-1/+1
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* v4.0.4: move the client transport and TOFU into the librarysalmonik7 days1-1/+1
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* v4.0.3: lobby and history screens behind commandssalmonik7 days1-1/+1
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* v4.0.2: port slots, blackjack and crash to structured viewssalmonik7 days1-1/+1
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* v4.0.1: introduce Command/View and port roulette to the shared boundarysalmonik7 days1-1/+1
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* v4.0.0: require HELLO MAJOR.MINOR lockstep before authsalmonik7 days1-1/+1
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* docs: record the GUI architecture and version lockstep; adopt GPL-3.0-or-latersalmonik7 days1-0/+1
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* v3.3.0: keep client.db in the XDG data dir, add -d/--data-dirsalmonik7 days1-1/+1
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* v3.2.0: straight and split bets anywhere on the felt; add history commandsalmonik7 days1-1/+1
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* v3.1.1: make native-tls optional so the client cross-compiles without OpenSSLsalmonik10 days1-2/+18
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* v3.1.0: warn on shrink, but let a live round finishsalmonik10 days1-1/+1
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* v3.0.0: cursor-driven roulette felt with splits and corners; drop schema ↵salmonik10 days1-1/+1
| | | | migrations; require 80x24
* v2.4.0: key stored credentials by certificate fingerprintsalmonik10 days1-1/+1
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* v2.3.2: group hosts by certificate fingerprintsalmonik10 days1-1/+1
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* v2.3.1: settle orphaned reservations on server restartsalmonik10 days1-1/+1
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* v2.3.0: add crash with local multiplier and pushed crash eventsalmonik10 days1-1/+1
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* v2.2.1: forfeit blackjack bets when leaving or disconnectingsalmonik10 days1-1/+1
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* v2.2.0: add blackjack with reserved bets and hit/stand/doublesalmonik10 days1-1/+1
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* v2.1.2: ignore ANSI when measuring board heightsalmonik10 days1-1/+1
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* v2.1.1: color-code roulette numbers red and greensalmonik10 days1-1/+1
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* v2.1.0: add European roulette with split bets and wheel animationsalmonik10 days1-1/+1
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* v2.0.0: reset plays audit to a generic per-game schemasalmonik10 days1-1/+2
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* v1.3.1: allow = to increase the betsalmonik11 days1-1/+1
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* v1.3.0: simplify payouts to bet x symbol x shapesalmonik11 days1-1/+1
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* v1.2.1: track wrapped board lines and split the paytablesalmonik11 days1-1/+1
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* v1.2.0: show the symbol paytable on the slots boardsalmonik11 days1-1/+1
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* v1.1.0: highlight winning symbols on the slots boardsalmonik11 days1-1/+1
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* v1.0.0: replace slots with 5x3 reels and five paylinessalmonik11 days1-1/+1
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* v0.4.0: add first-time TLS setup and server helpsalmonik11 days1-1/+1
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* v0.3.1: clean up dependencies, stale tests and document verificationsalmonik11 days1-8/+1
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* v0.3.0: add server core, bcrypt migration and plays auditsalmonik11 days1-1/+1
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* v0.2.6: preserve buffered lines and add request read timeoutssalmonik11 days1-1/+1
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* v0.2.5: fix terminal width, ping timing and output formattingsalmonik11 days1-1/+1
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* v0.2.4: fix command UX, completion wrapping and auth prompt cancellationsalmonik11 days1-1/+1
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* v0.2.3: add ClientCore and fix the game board renderingsalmonik11 days1-1/+1
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* v0.2.2: split client/server logic into the librarysalmonik11 days1-1/+1
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* v0.2.1: fix connect error overwriting prompt in raw modesalmonik2026-08-241-1/+1
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* v0.2.0: lock game mode (ESC/Q to exit), bump versionsalmonik2026-08-241-1/+1
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* TOFU host trust: SPKI fingerprint pinning, tests, forget-hostsalmonik2026-08-241-1/+2
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* TLS transport and games framework on client and serversalmonik2026-08-241-1/+6
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* only use raw modesalmonik2026-03-021-2/+3
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