Skip to content

Version Packages - #23

Merged
h0ds merged 1 commit into
mainfrom
changeset-release/main
Oct 19, 2026
Merged

h0ds merged 1 commit into
mainfrom
changeset-release/main

Conversation

@github-actions

@github-actions github-actions Bot commented Oct 19, 2026 •

Copy link
Copy Markdown
Contributor

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

myaku@0.4.0

Minor Changes

  • 4dfc682: myaku record --trace records Chrome's own frame pipeline while it plays, and checks myaku against it: presented-frame percentiles next to the rAF ones, each hitch confirmed or flagged as not seen on screen, gaps myaku missed, and unknown hitches named gpu or compositor from evidence. A lone GPU stall on a lightly loaded GPU stays unknown and says it's likely outside the game. --trace-out saves the raw trace for DevTools or Perfetto. Opt-in and Chromium only; nothing changes in the page.

    The display rate is now measured again every 30 frames, keeping the fastest rate seen, so a slow start (shaders compiling, a heavy first scene) no longer doubles the hitch budget for the whole run. profiler.budgetMs can now be set.

Patch Changes

  • c2d6ed6: Frames whose own code overran the budget (say 31 ms of game code) are now hitches even when Chrome stamps the next frame on time. They were invisible before, and too short for Long Animation Frames, which only reports frames over 50 ms.

@debuffjp/core@0.9.1

Patch Changes

  • Updated dependencies [247d5a4]
    • spryte@0.1.1

@debuffjp/dev@0.9.1

Patch Changes

  • Updated dependencies [c2d6ed6]
  • Updated dependencies [4dfc682]
    • myaku@0.4.0

spryte@0.1.1

Patch Changes

  • 247d5a4: Fixes from an adversarial QA pass: a shader that fails to compile no longer breaks the renderer; draw.sprites clamps count to the arrays it's given (it used to draw nothing on WebGL2 when count was too large); Canvas 2D keeps smoothing correct after a clip; oversized or fractional render targets throw clearly; using a disposed Draw throws. README and benchmark docs now use the interleaved, parity-gated results: 2–3.8× faster than PixiJS 8 like for like (0.1.0's README overstated several cases).

@debuffjp/tilemap@0.9.1

Patch Changes

  • @debuffjp/core@0.9.1

@debuffjp/cli@0.9.1

Patch Changes

  • create-debuff@0.9.1

@debuffjp/mcp@0.9.1

Patch Changes

  • @debuffjp/cli@0.9.1

@debuffjp/assets@0.9.1

No changes in this release.

@debuffjp/audio@0.9.1

No changes in this release.

@debuffjp/input@0.9.1

No changes in this release.

@debuffjp/juice@0.9.1

No changes in this release.

@debuffjp/share@0.9.1

No changes in this release.

@debuffjp/ui@0.9.1

No changes in this release.

create-debuff@0.9.1

No changes in this release.

@github-actions
github-actions Bot force-pushed the changeset-release/main branch 6 times, most recently from 1f192a0 to 8763d9e Compare October 19, 2026 05:53
@github-actions
github-actions Bot force-pushed the changeset-release/main branch from 8763d9e to c7a6086 Compare October 19, 2026 06:14
@h0ds
h0ds merged commit 5cdafa9 into main Oct 19, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant