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Bump spryte from 0.7.2 to 0.12.0 in the dependencies group - #39

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Bumps the dependencies group with 1 update: spryte.

Updates spryte from 0.7.2 to 0.12.0

Changelog

Sourced from spryte's changelog.

0.12.0

Minor Changes

  • 3faf45c: New mesh(draw, frame, vertices, uvs, indices?, options?): draw an image stretched over triangles you place, for trails, ropes, waving flags and bent sprites. UVs are in source pixels from the frame's top-left, so atlas frames work. On WebGL2 meshes join the shape batch (one draw call with the shapes and sprites around them), and a two-triangle mesh over a frame matches draw.sprite pixel for pixel. Canvas 2D clips and draws each triangle, which is slower and can show faint lines along shared edges. It's a separate import: 1.6 kB brotli for apps that use it (0.1 kB if they already draw shapes), 0.08 kB for apps that don't.
  • 55660ca: New mipmaps option for createRenderer: build mip levels for every uploaded image, so smooth images drawn well below their size (zoomed-out maps, charts, thumbnails) stay steady instead of shimmering. Off by default; costs a third more GPU memory per image. Render targets, borrowed host textures and smooth: false draws are unaffected.

0.11.0

Minor Changes

  • b17a196: Static layers: draw.record(fn) keeps the sprites fn draws in a Layer without drawing them, and draw.replay(layer) draws them all again under the current transform. On WebGL2 a replay is one draw call per eight images, with the instances in a GPU buffer made once, so a tilemap or background costs no JavaScript per sprite. It puts the same pixels on screen as drawing the sprites one by one, pixel snapping included at fractional camera offsets and zoom (checked on a real GPU against direct drawing on both backends). draw.alpha applies at replay. On Canvas 2D, under a custom shader or draw.alpha below 1, replay draws the sprites one by one. After a context loss the layer's buffers are rebuilt; layer.dispose() frees them.

0.10.0

Minor Changes

  • e44fbbc: Custom shaders get frameUv(): the position inside the drawn frame, from (0, 0) at the top left to (1, 1) at the bottom right. uv stays in atlas space, so effects shaped to a sprite no longer need the frame's atlas rect passed as a uniform. @debuffjp/core now re-exports the Shader and UniformValue types.

0.9.0

Minor Changes

  • 0403e36: drawElement (experimental): draw a live DOM element (a menu, a text field, rich text) inside the canvas, through spryte's transforms and shaders, with Chrome's HTML-in-Canvas API (Chrome and Edge 157 and later). The element keeps clicks, focus, typing, text selection and screen readers where it's drawn. It returns false, drawing nothing, where the API is missing, so the element stays in the page. canDrawElements() reports support. Guide: https://debuff.jp/spryte/html-in-canvas

0.8.0

Minor Changes

  • cc3125d: New gpuTimer(draw): GPU milliseconds for what you draw between its begin() and end(), to tell a GPU-bound frame from a CPU-bound one. Results arrive a few frames late and never block. ms stays undefined where timing isn't available (Canvas 2D, and browsers without EXT_disjoint_timer_query_webgl2, which in practice means everything but Chromium on desktop), after a GPU timing glitch, and when a host engine or profiler is already timing the frame. Separately imported, so it adds nothing unless used.

  • c3669d4: draw.sprites() takes interleaved data. Set each.stride and positions becomes one record of stride floats per copy, uploaded to the GPU as is; each.scale, rotation, color and frame then take offsets into the record. positions must be a Float32Array and may view a SharedArrayBuffer, so a worker's buffer draws without a per-frame copy.

    sprites() inside withShader now stays one instanced draw instead of one quad per copy: the effect is compiled against the per-copy program. Only source(uv), color and uv are guaranteed inside effect there. Frames across images still draw one quad per copy.

Patch Changes

  • 56749bb: Canvas 2D fallback: tinted sprites in more than 256 colours no longer slow to seconds per frame. The cache of recoloured copies used to clear completely at 256 entries, so animated or per-copy colours re-tinted nearly every sprite every frame; it now drops the least recently used entry and holds up to 1,024 per image. Repeating the last tint also skips the cache lookup. Output is unchanged. Measured in headless Chrome: 6,000 copies in 1,000 colours went from 2.2 s to 36 ms per frame, and 60,000 copies in one colour from 212 to about 180 ms.

0.7.3

Patch Changes

  • d929832: draw.sprite() is faster again on WebGL2: a sprite drawn under the same transform as the one before it now skips straight to writing its instance, instead of re-checking the transform, the texture and the batch. On 2dbench (RTX 5060 laptop, Chrome 155), the mixed scene at 50,000 sprites went from 5.8-6.0 ms to 4.1-5.0 ms and bunny from 5.2-6.0 ms to 4.1-4.7 ms, over two interleaved passes, with the same pixels. Scenes that don't use draw.sprite per sprite don't change. Startup JS grows by about 0.1 kB (brotli).
Commits
  • 01705fc Version packages
  • 3faf45c spryte: mesh(), images stretched over triangles
  • 55660ca spryte: opt-in mipmaps, and fix stale docs
  • 72415e4 Merge pull request #66 from debuffjp/changeset-release/main
  • 0066a3d docs: features from the last merge ship in 0.26, static layers in spryte 0.11
  • b4b750f Version packages
  • 5b55200 Merge remote-tracking branch 'origin/static-layers' into integrate
  • d9145fc Version packages (#65)
  • e44fbbc spryte frameUv(), plonk song errors at play(), dev state().hidden
  • 959a93f build(deps): bump the runtime-tooling group across 1 directory with 2 updates...
  • Additional commits viewable in compare view

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Bumps the dependencies group with 1 update: [spryte](https://github.com/debuffjp/debuff/tree/HEAD/packages/spryte).


Updates `spryte` from 0.7.2 to 0.12.0
- [Changelog](https://github.com/debuffjp/debuff/blob/main/packages/spryte/CHANGELOG.md)
- [Commits](https://github.com/debuffjp/debuff/commits/spryte@0.12.0/packages/spryte)

---
updated-dependencies:
- dependency-name: spryte
  dependency-version: 0.12.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
  dependency-group: dependencies
...

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@dependabot dependabot Bot added dependencies Pull requests that update a dependency file javascript Pull requests that update javascript code labels Nov 5, 2026
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dependabot Bot commented on behalf of github Nov 11, 2026

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Looks like spryte is updatable in another way, so this is no longer needed.

@dependabot dependabot Bot closed this Nov 11, 2026
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dependabot Bot deleted the dependabot/npm_and_yarn/dependencies-d86367742a branch November 11, 2026 02:44
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