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Bump ua-parser-js from 0.7.18 to 0.7.28#75

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Bump ua-parser-js from 0.7.18 to 0.7.28#75
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@dependabot dependabot Bot commented on behalf of github May 6, 2021

Bumps ua-parser-js from 0.7.18 to 0.7.28.

Commits
  • 1d3c98a Revert breaking fix #279 and release as 0.7.28
  • 535f11b Delete redundant code
  • 642c039 Fix #492 LG TV WebOS detection
  • 3edacdd Merge branch 'master' into develop
  • acc0b91 Update contributor list
  • f726dcd Merge branch 'master' into develop
  • 383ca58 More test for tablet devices
  • 7c8aa43 Minor rearrangement
  • 09aa910 Add new device & browser: Tesla
  • 557cc21 More test for latest phones with unique form factor (fold/flip/qwerty/swivel)
  • Additional commits viewable in compare view

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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>
@dependabot dependabot Bot added the dependencies Pull requests that update a dependency file label May 6, 2021
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dependabot Bot commented on behalf of github Jan 25, 2023

Superseded by #97.

@dependabot dependabot Bot closed this Jan 25, 2023
@dependabot dependabot Bot deleted the dependabot/npm_and_yarn/ua-parser-js-0.7.28 branch January 25, 2023 23:23
madisonrickert added a commit to madisonrickert/WaveConductor that referenced this pull request 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>
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