* Allow setting the scale filter for `glow` backend
This commit adds a `set_scale_filter` method to the `glow` painter so that
textures can be set to scale using nearest-neighbour scaling rather than
linear. This is useful for pixel art.
I wasn't entirely sure what kind of API you want for this kind of change so I
went with what seemed least intrusive, I don't mind doing something more
holistic if this isn't what you had in mind.
* Rename scale_filter -> texture_filter
* Store the TextureFilter directly
* PR link in changelog
* Use inter-doc links
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Replace `std::time::Instant` with wasm-compatible `instant::Instant`
* Change version requirement for instant to be compatible to winit
* Enable wasm-bindgen feature for instant
* Update lockfile
* Update changelog
* sort dependencies
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Switch to using glow as the default renderer both on native and the web
* Simplify code to find WebGL context for glow
* egui_web: make webgl an opt-in feature
* Stop using deprecated WEBGL_debug_renderer_info
* add spinner widget
* implement requested changes to spinner
- removed enabled field
- cleaned up math
- improved docs
* improve spinner docs & make spinner in demo always active
`begin_frame`, `end_frame` is more convenient when using egui in a game engine. In particular, 0.16.0 was incompatible with https://github.com/mvlabat/bevy_egui>.
* Add ability to customize the display of hover plot labels
* Ergonomic enhancement to plot hover label function
* Use Option instead of empty string for custom hover label name arg
* Revert "Use Option instead of empty string for custom hover label name arg"
This reverts commit 296caebb74b7ee993fbff97187791180d16708af.
Co-authored-by: Ivgeni Segal <ivgeni.segal@tovutiteam.com>
Changes:
* New `BarChart` and `BoxPlot` diagrams
* New `FloatOrd` trait for total ordering of float types
* Refactoring of existing plot items
Co-authored-by: niladic <git@nil.choron.cc>
What ultimately ends up stored into a file is the
HashMap<String, String>, which when prettified only nets three
(depending on the settings) lines of "string": "long prettified
string that's really hard to read because of the extra indentation and
literal \n characters that are all just on one single line".
Not prettifying the values in the first place makes it somewhat easier
to read and also saves a bit of space.