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Version packages - #106

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h0ds merged 1 commit into
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changeset-release/main
Nov 11, 2026
Merged

h0ds merged 1 commit into
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changeset-release/main

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@github-actions github-actions Bot commented Nov 10, 2026 •

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This PR was opened by the Changesets release GitHub action. When you're ready to do a release, you can merge this and publish to npm yourself or setup this action to publish automatically. If you're not ready to do a release yet, that's fine, whenever you add more changesets to main, this PR will be updated.

Releases

@debuffjp/core@0.33.0

Minor Changes

  • 159795e: spriteOptions(o) builds draw.sprite options with every field present (undefined for a default), so all of a game's options objects share one shape. V8 caches draw.sprite's property reads for up to four shapes, and a game passing { rotation } in one place, { tint } in another and {} elsewhere goes past that. With eight shapes, 200k draw.sprite calls took 13.9-14.7 ms in Node 22; the same eight built with spriteOptions took 7.1-8.4 ms. Build each object once and change its fields in place. A game that only ever passes one or two shapes doesn't need it. @debuffjp/core re-exports it. The fields of SpriteDrawOptions now accept undefined explicitly, which means the default as before.

Patch Changes

  • Updated dependencies [84a9191]
  • Updated dependencies [ec09e10]
  • Updated dependencies [159795e]
    • spryte@0.13.0

spryte@0.13.0

Minor Changes

  • 159795e: spriteOptions(o) builds draw.sprite options with every field present (undefined for a default), so all of a game's options objects share one shape. V8 caches draw.sprite's property reads for up to four shapes, and a game passing { rotation } in one place, { tint } in another and {} elsewhere goes past that. With eight shapes, 200k draw.sprite calls took 13.9-14.7 ms in Node 22; the same eight built with spriteOptions took 7.1-8.4 ms. Build each object once and change its fields in place. A game that only ever passes one or two shapes doesn't need it. @debuffjp/core re-exports it. The fields of SpriteDrawOptions now accept undefined explicitly, which means the default as before.

Patch Changes

  • 84a9191: Unrotated pixel-art sprites cost less CPU. Snapping each one to whole pixels used Math.round, which V8 runs slowly. spryte now uses Math.floor(v + 0.5), which rounds the same way. In 2dbench's bunny scene (200k unrotated draw.sprite calls, RTX 5060 Laptop, Chrome), the median frame went from 18.6 ms to 14.6 ms over 5 interleaved rounds, and pixel parity held. Rotated and smooth sprites never took that path, so they're unchanged.
  • ec09e10: draw.sprite is small enough again for V8 to inline into a game's loop. Its layer-recording and Canvas 2D paths now live in a separate method. When V8 can't inline a call, it boxes the call's number arguments on the heap, which meant garbage for every sprite. In 2dbench's bunny scene (200k sprites, RTX 5060 Laptop, Chrome), the median frame went from 15.3 ms to 14.7 ms over 5 interleaved rounds. The mixed scene didn't change.

@debuffjp/dev@0.33.0

Patch Changes

  • @debuffjp/share@0.33.0

@debuffjp/tilemap@0.33.0

Patch Changes

  • Updated dependencies [159795e]
    • @debuffjp/core@0.33.0

@debuffjp/cli@0.33.0

Patch Changes

  • create-debuff@0.33.0

@debuffjp/mcp@0.33.0

Patch Changes

  • @debuffjp/cli@0.33.0

@debuffjp/assets@0.33.0

No changes in this release.

@debuffjp/audio@0.33.0

No changes in this release.

@debuffjp/input@0.33.0

No changes in this release.

@debuffjp/juice@0.33.0

No changes in this release.

@debuffjp/share@0.33.0

No changes in this release.

@debuffjp/ui@0.33.0

No changes in this release.

create-debuff@0.33.0

No changes in this release.

@github-actions
github-actions Bot force-pushed the changeset-release/main branch 3 times, most recently from b210e42 to 93d3684 Compare November 10, 2026 23:06
@github-actions
github-actions Bot force-pushed the changeset-release/main branch from 93d3684 to dda4eae Compare November 10, 2026 23:36
@h0ds
h0ds merged commit 8097f27 into main Nov 11, 2026
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