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Version Packages - #23
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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
myaku@0.4.0
Minor Changes
4dfc682:
myaku record --tracerecords 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, andunknownhitches namedgpuorcompositorfrom evidence. A lone GPU stall on a lightly loaded GPU staysunknownand says it's likely outside the game.--trace-outsaves 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.budgetMscan now be set.Patch Changes
@debuffjp/core@0.9.1
Patch Changes
@debuffjp/dev@0.9.1
Patch Changes
spryte@0.1.1
Patch Changes
draw.spritesclampscountto the arrays it's given (it used to draw nothing on WebGL2 whencountwas too large); Canvas 2D keeps smoothing correct after a clip; oversized or fractional render targets throw clearly; using a disposedDrawthrows. 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/cli@0.9.1
Patch Changes
@debuffjp/mcp@0.9.1
Patch Changes
@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.