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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
spryte@0.14.0
Minor Changes
9692a38:
draw.spritestakeseach.user, one float per copy (an array, or an offset into the record withstride). A custom shader reads it asuser(): a copy's place in a row for a staggered effect, a particle's age, a tile variant.user()is 0 for anything that isn't adraw.spritescopy. The default program ignores the value, and so does the Canvas 2D fallback. Its cost on the instanced path hasn't been measured yet.634e501: Render targets can hold values above 1.
draw.createTarget(w, h, { format: "rgba16f" })stores half floats where WebGL2 hasEXT_color_buffer_floatorEXT_color_buffer_half_float, and falls back torgba8elsewhere;target.formatsays which you got anddraw.supportsTarget(format)asks without making one.73050a1:
createRenderer(canvas, { blendSpace: "linear" })blends in linear light on WebGL2. With the default sRGB blending, anti-aliased edges come out dark, so dark text on light paper looks heavier and light text on dark paper thinner; in linear light the weight stays the same when the colours swap, and soft edges and glows add up like light. Drawing goes to an sRGB framebuffer thatend()copies to the canvas, one extra full-screen pass. Colour images and render targets are stored as sRGB. NewasData(image)keeps a data image (an MSDF atlas, a lookup table) raw; call it before the image is first drawn.draw.createTarget(w, h, { data: true })does the same for a render target that holds data, such as a simulation field. Every shader now hasspryte_toLinear(rgb), which converts an sRGB colour under linear blending and returns it unchanged otherwise, andSPRYTE_LINEARis defined in linear mode. The default is unchanged, and Canvas 2D and shared renderers always blend sRGB.25cf5fc:
Shader.set()takes uniform arrays and textures as well as floats and vectors.float,vec2,vec3andvec4arrays. spryte reads the type from the compiled shader, so 4 numbers on afloat[4]set the array and on avec4set the vector. A length that isn't a whole number of elements, or is longer than the declared array, throws an error naming the uniform.sampler2Dgoes on its own texture unit from 8 up, apart from the 8 units sprite batches use, and stays bound for every batch drawn with the shader. Filtering is nearest unlesssmoothis set. A render target reads from its bottom row (uv.yruns bottom to top), and a shader can't sample the target it draws into.set()while the shader is in use, or whenwithShader, orinto()with the shader active, would start using them, before anything changes.set()on a uniform the compiler removed does nothing, as it did for floats and vectors.Floats and tuples on plain uniforms behave as before. The Canvas 2D fallback still draws without the effect.
@debuffjp/core@0.33.1
Patch Changes
@debuffjp/dev@0.33.1
Patch Changes
@debuffjp/tilemap@0.33.1
Patch Changes
@debuffjp/cli@0.33.1
Patch Changes
@debuffjp/mcp@0.33.1
Patch Changes
@debuffjp/assets@0.33.1
No changes in this release.
@debuffjp/audio@0.33.1
No changes in this release.
@debuffjp/input@0.33.1
No changes in this release.
@debuffjp/juice@0.33.1
No changes in this release.
@debuffjp/share@0.33.1
No changes in this release.
@debuffjp/ui@0.33.1
No changes in this release.
create-debuff@0.33.1
No changes in this release.