* cargo: remove unused `editor/ron` feature
* cargo: add wgpu-executor as a member, sort list
* cargo: test every crate by default
* cargo: disable testing of `graphite-proc-macros`
* Fix outside stroke alignment not using masks when transparent
* Fix for vello
* fix fixes
* cargo fmt
* scale stroke by align type
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* graster-nodes: change `Table<Color>` params to `Color` where only one value is used
* Re-add support for Color and Option<Color>
* Add warning when a default value isn't parsed
---------
Co-authored-by: hypercube <0hypercube@gmail.com>
* gcore-shaders: fix missing `num-traits/libm` features
* graster-nodes: fix missing cfg on use statements
* shaders: use unchecked Color constructors
* graster-nodes: remove async from shader nodes not needing it
* gcore-shaders: remove explicit fn pointer
* graster-nodes: make kurbo std-only
* graster-nodes: replace glam reexport with normal dep
* gcore: impl Display for ProtoNodeIdentifier
* unify glam workspace dep
* Make manual_compositon non optional and rename to call_argument
* Fix clippy warnings
* Remove automatic composition compiler infrastructure
* Implement document migration
* Fix tests
* Fix compilation on web
* Fix doble number test
* Remove extra parens
* Cleanup
* Update demo artwork
* Remove last compose node mention
* Remove last mention of manual composition
* Improve perf of path bool lib
* Use swap remove
* Use outer/inner bounding box for inclusion testing
* Reuse allocations for hit testing
* Use direct root finding for inclusion testing
* Reuse bounding box
* Use faster hash and specify capacities
* Use hashmap based approach for find vertices
* Unroll find_vertecies loop and use 32 bit positions
* Tune initial vec capacities
* Remove unused bounding boxes
* Use smallvec for storing outgoing edges
* Improve allocations for compute_minor
* Use approximate bounding box for edge finding
* Transition aabb to use glam vecs
* Make find vertecies use 64 bit again this is slower but less likely to cause issues
* Improve intersection candidate finding
* Remove loop check in bit vec iter
* Special case cubic line intersections
* Optimize grid rounding and add debug output
* Remove file write
* Remove faulty line intersection
* Fix grid rounding
* Improve robustness and cleanaup code
* Make elided lifetime explicit
* Fix tests
* Fix a boolean ops crash
* Add comment
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Prototyping desktop wrapper api
* Separate into multiple modules
* Some fixup
* Reimplement most functionality with editor api
* Fix texture life time crashes
* Fix scale
* Implement editor wrapper message queue
* Improve performance
* Handle native messages directly without submitting to event loop
* Fix overlay latency
* Move editor message execution to executor allows no shared state in editor wrapper
* Small clean up
* Small cleanup
* Some renames
* Cleaning up desktop wrapper interface
* Fix formatting
* Fix naming
* Move node graph execution result handling to app
* Fix FrontendMessage RenderOverlays usage
* Reimplement file drop and clean up file import and open messages
* Remove dbg
* Post merge fix
* Review changes
* Make file name and document name identical
* Add save as action
* Fix test errors
* Add missing save as action
* Desktop fix drop file open document file message
* Address review comments
* Replace file save suffix with file extension
* Add comment specifying that the upload function takes a html input accept string
* Fix remove file extension in web
* Use let
* Don't show save as menu entry in web
* Don't add SaveDocumentAs in web
* Remove file extension on all open document file calls
---------
Co-authored-by: Dennis Kobert <dennis@kobert.dev>
* Feat: Point sliding on G G
* Code cleanup
* Fix gg sliding behaviour
* Fix build after merge conflict resolution
* Fix slide point and add hints
* Fix history in segment insertion
* Code review
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* Tell the GPU that the UI texture is in sRGB format so that it is converted to linear before sampling
* Do blending in srgb
* Revert "Tell the GPU that the UI texture is in sRGB format so that it is converted to linear before sampling"
* Remove unnecessary srgb linear conversions
* Blend overlays and viewport in linear and return early when ui is fully transparent