Bump ua-parser-js from 0.7.18 to 0.7.28#75
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Bumps [ua-parser-js](https://github.com/faisalman/ua-parser-js) from 0.7.18 to 0.7.28. - [Release notes](https://github.com/faisalman/ua-parser-js/releases) - [Commits](faisalman/ua-parser-js@0.7.18...0.7.28) Signed-off-by: dependabot[bot] <support@github.com>
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Superseded by #97. |
madisonrickert
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May 29, 2026
Phase 13's first approach drew the bones directly to the swap chain via `ClearColorConfig::None` on Camera3d (order = 1) over the HDR Camera2d at order = 0. In practice the swap chain was not being fully reset between the two cameras: bones accumulated in opaque pixels each frame, the Camera3d frustum eventually covered the particles + UI, and the smear was cropped at the window edges where Camera3d's view ended. Architecturally clean fix (this was carry-forward hellochar#75): - Allocate a window-sized Bgra8UnormSrgb `Image` with `TextureUsages::RENDER_ATTACHMENT` in `spawn_hand_mesh_camera`. - `HandMeshCamera3d`'s `RenderTarget` is that image, not the swap chain. `ClearColorConfig::Custom(Color::NONE)` resets the image to fully transparent each frame, so bones from the previous frame are gone before this frame's geometry is drawn. - `HandMeshCompositorSprite` carries the image as its texture, sized to the window in world units (via `Sprite::custom_size`) and parked on a new `HAND_MESH_COMPOSITOR_LAYER` (RenderLayers 2). - `HandMeshCompositorCamera` is a Camera2d at `order = 2`, sees only the compositor layer, and uses `ClearColorConfig::None` so the main Camera2d's tonemapped swap-chain output stays underneath. Sprites alpha-blend by default, so the bones composite cleanly. Bevy 0.18 specific: `RenderTarget` is now a separate Component required by `Camera` (`#[require(...)]`); the old `Camera::target` field is gone. Spawning the override as a sibling component works. `f32_to_u32_lossy` localises the f32 → u32 cast on window dimensions to one site with documented invariants (`is_finite`, `>= 0.0`), satisfying the deny-on-warning `as_conversions` lint. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
madisonrickert
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Ports Line's bone composite: DotsBoneCompositePlugin reads DotsHandMeshTarget (off-screen HDR bone image) and additively blends it into the Dots scene in Core2dSystems::EarlyPostProcess after the explode post-process and before bloom. No-ops cleanly when DotsHandMeshTarget is absent. Adds ExtractResource derive to DotsHandMeshTarget and explicit render-world removal (remove_dots_hand_mesh_target_if_absent in ExtractSchedule) to fix the D3 latent bug: ExtractResourcePlugin does not propagate removals, so without the explicit removal the stale render-world Handle<Image> clone keeps the GPU texture alive and the composite keeps running on other sketches. Same fix applied to Line's HandMeshTarget (remove_hand_mesh_target_if_absent added to LineBoneCompositePlugin). Known limit (carry-forward hellochar#75): bones bypass the main bloom rolloff. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
madisonrickert
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Jun 24, 2026
…or-seeded) dots/PARITY.md traces the D1-D6b plan progression, approved v4 deviations (WGSL kernel, envelope-primary audio, screensaver v5-only, idle-veto UX, known limit hellochar#75), and the consolidated operator pre-tag checklist drawn from the D2-D6b deferred items in the SDD ledger (visual/audio/hardware/screensaver soak-watch/capture-baselines/8h-soak/carry-forwards). tests/visual/scenarios.toml: added dots-synthetic (sketch=dots, provider=synthetic, frames=[30,60,120,240], dt=1/60) and dots-screensaver + dots-screensaver.debug (FORCE_SCREENSAVER=1; provider=mock; frames=[60,180,360,600,900,1320,1800] sampling turbulence build-up + respawn cycle; no baseline PNGs committed). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
madisonrickert
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D3: DotsExplodePlugin -> DotsPostProcessPlugin (the shipped symbol in post_process.rs). D6b: "HDR + TonyMcMapface + per-camera Bloom" was a considered alternative, not what shipped. DotsHandMeshCamera3d uses Tonemapping::None with no per-camera bloom; the bone image is composited additively into the main camera HDR target pre-bloom so the main Bloom + AgX process it coherently (known limit hellochar#75). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Bumps ua-parser-js from 0.7.18 to 0.7.28.
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1d3c98aRevert breaking fix #279 and release as 0.7.28535f11bDelete redundant code642c039Fix #492 LG TV WebOS detection3edacddMerge branch 'master' into developacc0b91Update contributor listf726dcdMerge branch 'master' into develop383ca58More test for tablet devices7c8aa43Minor rearrangement09aa910Add new device & browser: Tesla557cc21More test for latest phones with unique form factor (fold/flip/qwerty/swivel)Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting
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