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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@0.34.0
Minor Changes
GameOptions.blendSpacepasses spryte'sblendSpaceto the renderer, so a debuff game can turn on linear-light blending withnew Game({ ..., blendSpace: "linear" }). Before this,Gamecreated the renderer with onlybackendandsmooth. Reported in spryte: No control over texture format: premultiplied RGBA8 only, nothing compressed, linear blending not reachable from Game #112.Patch Changes
spryte@0.16.0
Minor Changes
source(uv)in custom shaders now takes ahighpuv, as do spryte's built-in effect and blur. Shaders run underprecision mediump float, so before this a texture read throughsource()was addressed at fp16 on many mobile GPUs and sampled the wrong texels in images past about 1024 px, whatever precision the effect declared. The documented signature is nowvec4 effect(vec4 color, highp vec2 uv); an unqualifiedvec2 uvstill compiles but stays mediump. Reported in spryte: source() takes a mediump uv, despite the header's own note #110.Shader.set()with the value a uniform already has no longer ends the batch. Numbers and arrays compare by value; a texture, or the same array object passed again (its contents may have changed), still flushes. The Shader docs now say that a shader switch and a uniform change each end a batch, and show the pattern for per-sprite values: onewithShaderaround the whole walk. Reported in spryte: Shader.set() ends the batch even when the value hasn't changed #109.source()in custom shaders picks the batch's texture with aswitchinstead of a chain of eightifs. A 16-tap effect over eight textures took about 35% less frame time on an RTX 5060 (7.1 ms to 4.6 ms median for 32 full-HD layers), with the same pixels. One-tap effects, including spryte's default program, showed no measurable change. Reported in spryte: Each source() call is an 8-way branch #111.draw.spritetakesuseranduser2options: two floats a custom shader reads asuser()anduser2(), asdraw.spritescopies already could througheach. The sprite stays in the batch, so a per-sprite parameter (a share, a variant, a flag) no longer has to be packed into the tint. Sprites that set neither read 0. The values travel in a separate buffer that is uploaded only for a batch that uses them, so draws without a custom shader don't change.spriteOptions()includes the two new fields. Reported in spryte: Per-sprite custom data only on draw.sprites, not draw.sprite #113.asData(image, { premultiply: false })uploads an image with straight alpha, under either blend space, so data packed into RGBA (timings, indices) survives where alpha is below 255. Other images still upload premultiplied. It works for an<img>; a canvas already holds premultiplied pixels, and anImageBitmapkeeps thepremultiplyAlphait was made with. Reported in spryte: No control over texture format: premultiplied RGBA8 only, nothing compressed, linear blending not reachable from Game #112.Patch Changes
draw.into()after it was drawn stays filled. Its texture could still be bound to a texture unit from the earlier draw (or from its own creation), so the next draw into it was a feedback loop: WebGL rejected it and loggedGL_INVALID_OPERATION ... Feedback loop formed between Framebuffer and active Texture, and the target stayed blank. Switching to a target now rebinds the 8 sprite units first. The same loop hit frames of shapes only underblendSpace: "linear", whose sRGB framebuffer texture stayed bound afterend()presented it; it no longer does. Reported in spryte: draw.into(target) after drawing that target leaves a feedback loop, so the target stays blank #118.@debuffjp/dev@0.34.0
Patch Changes
@debuffjp/tilemap@0.34.0
Patch Changes
@debuffjp/cli@0.34.0
Patch Changes
@debuffjp/mcp@0.34.0
Patch Changes
@debuffjp/assets@0.34.0
No changes in this release.
@debuffjp/audio@0.34.0
No changes in this release.
@debuffjp/input@0.34.0
No changes in this release.
@debuffjp/juice@0.34.0
No changes in this release.
@debuffjp/share@0.34.0
No changes in this release.
@debuffjp/ui@0.34.0
No changes in this release.
create-debuff@0.34.0
No changes in this release.