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20.14.0 and gamepad-plugin 1.2.0: versions, and a visible press for skinned buttons - #1841
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Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
- UICheckbox: a checkbox with its label, drawn or skinned, a radio button with a `group`; `onChange` only on user input - UISlider: horizontal or vertical, drag, track click, wheel, step, caption and value text, drawn or skinned; `onChange` and `onChangeEnd` - UITextButton: `onClick` setting on a completed click, atlas `skin` with lowered pressed art, `enabled`, `pressedColor`, CSS fonts - UIPanel: nine-slice `skin`, `title`, `draggable`, `layout` (column/row/grid, padding, gap, align, autoSize) and `scroll` (wheel, drag with momentum, scrollbar, scrollTo/scrollToChild) - UIBaseElement: cancelPress/onCancel, so a drag on a button in a scrolling panel scrolls instead of clicking - Input: children cropped by a clipping container, or scrolled out of a panel, no longer get pointer events there - The UI example uses the widgets, with volume sliders wired to audio and a scrolling level list; skill sections and changelog entries Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
- UIBaseElement: a draggable element pressed with no hover first, as a touch tap is, no longer throws, and drags by touch - UIPanel: a draggable panel is moved by its title or frame, not through a widget on it, so dragging it by a button no longer clicks the button - UIPanel: no fling while the pointer is still down; autoSize counts the title and frame from a zero height; a scrolling panel inside another scrolls alone; emptying or destroying a panel does not lay it out per child or call onScroll - UISlider: the wheel to the right raises it; a drag also ends on a mouse or touch release, or a release over the slider - UICheckbox: as wide as its longer label, whichever it is - UITextButton: a font given as fontData, an image, or with only its image loaded is a bitmap font as before; pressedColor defaults to hoverOnColor; bitmapText can be assigned - 10 regression tests Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
API, from a consistency review against the existing UI widgets: - UITextButton: width/height, fontSize (pixels, bitmap fonts too), labelFillStyle and borderColor, the names the other widgets use; the old names still work. Settings are no longer written back. Colours take any Paint. pressedColor left undefined follows hoverOnColor. onClickCallback (was clickCallback). bitmapText keeps its BitmapText type, deprecated - UICheckbox: boxSize, boxHoverColor; labelOn/labelOff settable and refitting; group changes apply at once; skin hoverOn/hoverOff and disabledOn/disabledOff - UISlider: valueFormat(value, ratio) (was format), ratio, settable min/max/step, thumbHoverColor, thumbBorderColor, thumbBorderWidth - UIBaseElement: enabled shared by every UI element; keepsDrag public - ProgressBar: onChange also gets the bar - Paint exported; @category UI on the UI settings types Fixes: - align "stretch" only resizes buttons and panels, not a BitmapText (whose resize is a scale) or a checkbox or slider - a drag ends only on its own pointer's release, in the event family the engine listens to, not on another finger or button - a non-blocking scrolling panel inside another scrolls alone - a draggable panel is not moved through a widget at any depth, and the check no longer mixes coordinate spaces in the world - a draggable element in the world no longer jumps by the camera position - a stale scroll press is dropped; skin insets of 0 match the art - slider steps in exponent notation, and a range that is not a whole number of steps, snap correctly Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
shadowColor, shadowOffsetX, shadowOffsetY and shadowBlur. The soft edge is a few stacked translucent rounded rectangles, so it looks the same on Canvas, WebGL and WebGPU; it follows the corner radius, goes under a skin too, and is drawn outside the bounds so it never takes the pointer. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…game (#1805) A touch fires pointerover and pointerenter before its pointerdown, and pointerout and pointerleave after its pointerup. The plugin only kept the down, move, up and cancel from the engine, so the widget under a button got onOver as the button was pressed (the Alex 4 menu arrow jumped to the line under B). The plugin now also captures the four hover events and stops them for a touch that lands on, or lifted from, a control. A mouse hovering over the controls is left alone, as its moves are. Fixes #1805 Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
UIFocus (off until UIFocus.enable()): one widget has the focus; the arrows, the D-pad or the left stick move it to the nearest widget that way, edge to edge; Enter, Space or A press it as a click does; left/right step a slider; Escape or B cancel. The pad is read directly (input.readGamepads, real or virtual), so the game's pad bindings are untouched. The ring shows after keyboard or pad input and hides when the mouse moves; the first key after the mouse only shows it. A UIPanel with trapFocus keeps the focus in and restores it after, with onBack on cancel. Focused widgets in a scrolling panel scroll into view, with room for the ring. Any UIBaseElement can take part: focusable, focusNeighbors, onNavigate, onFocus/onBlur, focusPress/focusRelease. Buttons, checkboxes and sliders do. hoverScale and pressScale on UIBaseElement, and as settings on every widget: an eased bounce applied to the drawing only, so hit areas and layouts stay put. The UI example turns on both, with a hint line for the controls. Skill sections and changelog entries; 13 new tests (87 in ui-widgets). Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Arrows or the D-pad move to the nearest widget, Enter, Space or A press it, sliders step, a ring shows the focus, and a focused widget in a scrolling panel scrolls into view. Removed: trapFocus/onBack, cancel, focusNeighbors, onFocus/onBlur, hover moving the focus, the first-key rule, the stick with repeat, configurable keys and ring sizes. Most games use the mouse or touch; this covers a menu driven by keys or a pad. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
- a press held by Enter or A is called off when the focus moves, the widget is removed or navigation is disabled, instead of staying down - a focused widget only bounces while the focus ring shows - the bounce eases over about 0.2 s; it snapped in a frame - Enter goes to the focused button: another bound to Enter waits while the ring shows elsewhere - a pad's A held as navigation is enabled is not a press - a widget made focusable after it was added takes part - navigation skips widgets inside a hidden or transparent container - an arrow from a focused widget disabled since moves on from where it is - docs: the bounce is on UIBaseElement; Enter and bindKey; accept calls onClick() with no event Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
UIFocus is gone. A widget takes the keyboard and gamepad focus with focus(); from then on the arrows or the D-pad move it, Enter, Space or A press it, sliders step. Nothing listens until a widget has the focus, and the listeners go when none does (blur(), or the focused widget leaving the scene), so the keys and the pad are the game's until then. On UIBaseElement: focus(), blur(), focused, focusable, onNavigate, the static focusOwner and focusRingColor. The example focuses its first widget. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Three bugs the new tests caught: - a slider's default value text kept the old decimals after `step` changed - Enter on a focused button the pointer already held clicked it on release - a virtual gamepad sharing a slot with a real one was not read The stub-subclass tests now use the real button. New tests cover the shadow under a faded parent, scrollbar geometry, vertical and skinned sliders, cancelled and two-finger drags, skin regions and bitmap font sizes, radio drawing and groups, sideways and line-mode wheel scrolling, wheel pass-through at the end of a panel, fling limits, grid stretch, row autoSize, clearChildren, the focus ring, and focus teardown. The clipping test now clips through a real container. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Dates the 1.0.2 changelog section: a touch on the controls no longer reaches the game as a hover (#1805). Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
- a "which widget for what" table - one complete options menu: skinned panel, column layout, checkbox, slider, button, drop shadow, bounce, keyboard / gamepad focus - code for drop shadows, a scrolling level list, radio groups, skinned checkboxes and sliders, stepped and vertical sliders, and a custom focusable widget - symptom rows for focus, bindKey vs focus, and shadow corners - drops a reference to the UI example's old hand-made panel Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Class docs in sections (look, label, state and onChange, radio groups, keyboard and gamepad; range, input, text, look), every setting with its unit and default, and examples for the common uses: a settings toggle, a label that follows the state, a radio group, skins, restoring saved settings, a volume slider, stepped and vertical sliders, percent text, a slider in a scrolling panel. Three docs that contradicted the code now match it (trackThickness with a skin, the checkbox fontSize minimum, onChangeEnd on arrow steps). Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
UIPanel's class doc is rewritten in sections (background, title, dragging, blocking, layout, scrolling, drop shadow, idle float, things to know), with examples for a drawn dialog, a skinned options menu, a scrolling level grid, a draggable window, a drop shadow and a HUD frame. Every setting has its unit and default; clearChildren is now documented. ProgressBar's doc is tidied, with examples for a loading bar, a health bar, a colour that follows the value, a vertical bar, a drop shadow, and reacting when the bar empties. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
UIBaseElement's class doc covers the pointer callbacks, enabled, dragging, the bounce and keyboard / gamepad focus, with examples for a widget of your own, a draggable token, a keyboard and pad menu, and an opaque dialog. UITextButton documents every setting with its unit and default (the old names as aliases), with examples for drawn, skinned, bindKey, disabled and shared-style buttons. UISpriteElement gets a real class doc and examples. Several docs that contradicted the code now match it (onMove, onRelease, enabled on a custom element, bindKey while disabled). Fix: a held bindKey press that is called off (the window losing focus, the button removed or disabled) now calls onCancel(), as a pointer press does; it called neither onRelease nor onCancel, so work started on the press never stopped. Test added; the skill's bindKey rules follow. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Its onClick() and onRelease() returned false, stopping every press and release at the sprite, while every other UI element lets the event carry on to what is under it unless a handler returns false. They now return true. A subclass that relied on the old default returns false itself; the examples already do. onActivateEvent / onDeactivateEvent now call super. Test with real pointer events; docs, skill and changelog updated. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
UIBaseElement's onClick() and onRelease() now return false, as UISpriteElement's always did (the previous commit's flip of UISpriteElement is undone). A click on a button, a checkbox, a slider or a widget of your own no longer also reaches the game behind it; a handler returns true to let the press through. Hover is unchanged, and a non-blocking UIPanel still lets presses on its background through. Tests with real pointer events for buttons, checkboxes, sprite elements, a handler letting the press through, and a non-blocking panel. Docs, both skills and the changelog follow; two example buttons that returned true now return false. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
It was a Sprite carrying its own copy of the pointer handling, which had drifted from UIBaseElement's. It now extends UIBaseElement and holds its image as `sprite`, so it shares the one implementation and gains what the other widgets have: enabled (drawn at half opacity when off), cancelPress / onCancel, hoverScale / pressScale, dragging and keyboard / gamepad focus. Kept for existing code: (x, y) is still where the image's anchor point goes, and setRegion (which also resizes the element), addAnimation, setCurrentAnimation and isCurrentAnimation stay on the element. Other Sprite members move to `sprite`; UISpriteElementSettings is exported. The matter platformer's touch controls follow: the button passes its anchorPoint in the settings, and the joypad's knob is a child instead of being drawn by hand. Tests cover placement, clicks, disabled drawing, setRegion, the bounce, cancel and focus; docs, skill and changelog updated. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
17 tests of what a game relies on: Sprite settings and size, placement (centred by default, or by anchorPoint in the settings), presses, releases, hover, a press ended by leaving, isClickable, removal, the press stopping at it or let through, a subclass overriding the callbacks as the demos' buttons do, and the setRegion / animation / opacity shortcuts. They only use what the Sprite-based element and the UIBaseElement-based one both offer, and pass on both, and on master's. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…es the canvas A pointerup cleared the pointer a region was tracking, so the region forgot it was under the pointer: leaving straight after a click never called onOut (a button stayed lit until the pointer came back over it), and the next move over it called onOver a second time. The release now keeps the pointer; the press still ends as before. The browser's pointerleave, sent when the pointer leaves the canvas or a finger lifts, now releases every region holding that pointer, wherever the exit is reported. It used to reach only a region at that point, which for a mouse leaving the canvas is the edge, far from most widgets. Touch is unchanged: a tap hovers while the finger is down, not after. Tests for leaving after a click, moving on over it, repeated clicks, a tap with new pointer ids, and leaving the canvas; the UISpriteElement tests check the hover strictly again, and pass on the old and new element. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
- UICheckbox#toggle() on a checked radio button leaves it checked, as a click does, instead of leaving its group with nothing checked - UIPanel#scrollTo() (and scrollToChild, scrollX / scrollY) stops a fling still coasting; the panel's own fling, drag, wheel and relayout scroll through a private method that leaves it alone - UISlider lays its texts out in one place, again whenever they change: a vertical slider widens for a longer value text (valueFormat, min, max or step set later), a horizontal one moves the value below the track when it would run into the caption, and the new labelText sets the caption later Tests for each, failing before the fix, and one for the wheel over a slider in a scrolling panel (it moves the slider, not the panel), which had none. Docs, skill and changelog updated. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…: flicker callback gets the sprite Removing a container, resetting the world or changing state called onDeactivateEvent on each child twice, or more deeper down. Each child is now deactivated once for each activation. enableChildBoundsUpdate did not re-measure when children moved, so the camera culled the group by where its children started. The bounds are re-measured on update, and a culled group is re-measured before it is skipped. Sprite.flicker called its callback with the wrong this and cancelled a flicker started from it. The flicker now ends first, then the callback runs on the sprite. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…k; UI: widget state, accept keys, blur, slider release, ProgressBar range Text and BitmapText word wrap replaced explicit line breaks with spaces and added a blank first line when the first word was wider than wordWrapWidth. Each line is now wrapped on its own. Multi-line Text with a middle, bottom or alphabetic baseline placed only its first line by the baseline, so later lines fell outside its bounds. It now places the whole block, as BitmapText does. UI widgets removed and re-added kept a stale hover or press; Enter could click both the focused widget and a bindKey button; a key held through a window blur stayed pressed and locked out the pad; UISlider never ended a pointer press with onRelease or onCancel; ProgressBar did not re-clamp when min or max changed. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…ngles and lineWidth restore; Camera: minimap coordinates WebGL folded a colour's alpha into the global alpha, so after a translucent setColor the next colours, images and renderables were drawn faded and getGlobalAlpha() returned the colour's alpha. Canvas leaked it through globalAlpha() too. The global alpha now lives in the render state, saved and restored, and fills use colour alpha times global alpha. WebGL and WebGPU fillArc never normalised its angles, so an end before the start filled the wrong part. save()/restore() did not keep lineWidth or lineJoin. A minimap camera's worldToLocal/localToWorld applied the world offset that its draw cancels. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…eat on restart, round/isPowerOfFour, observable vector *Self, Ellipse.scale rotation, pool purge count - addAnimation() on the playing animation now refreshes it, instead of crashing the next update when the new strip is shorter - start() restores a tween's configured repeat count - math.round rounds negatives correctly and past 2^31; isPowerOfFour rejects fractions and odd powers of two - ObservableVector2d/3d negateSelf, floorSelf, ceilSelf, clampSelf (and 3D normalize, perp) go through set(): one callback, return this; a pooled clone without a callback no longer keeps the previous owner's - Ellipse.scale() keeps the rotation - pool.purge() drops only idle instances and keeps the in-use count Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…sistent children keep their bodies on reset addChild registered only direct children's bodies and removeChildNow removed only the child's own, so a grandchild's bodyDef was never simulated, a group removed with keepalive left its children simulated, and adding it back (as reparenting does) threw 'already adapter-managed'. The whole subtree is now registered and removed, once per stay in the world. World.reset kept a body only if its own renderable was persistent, so the children of a persistent container lost theirs on every state change or level load. It now keeps the bodies of everything still in the tree. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…after remove() persists; Text: setText compares lines, measureText leaves the label alone The loader kept the last preload callback in module state, so a preload with no callback called the previous one again (often a state change), and its progress counters never reset, so a second preload started part-full and progress never reached 1 after a failed asset. Each preload now has its own callback and progress; reload() completes the preload the asset failed in and works for custom asset types. A save key set again after remove() was written but left out of the index read at boot, so it was lost on reload. Text and BitmapText setText compared toString(), so '1,000' after ['1','000'] did nothing; measureText(other) wrote into the label's own metrics and shifted a centred label. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…aycast on every shape type, rotation about the shapes' centre - respondToCollision compared the floor push-out against 1px, so a body that sank 1px or more per step (heavier gravity or mass, low frame rate, a rising floor) stayed falling and isGrounded() was false. The direction of the push now decides. - Polygon edge normals pointed outward only for clockwise polygons, so a counter-clockwise one (Tiled, or mirrored) collided with far circles. Normals are flipped for counter-clockwise polygons; points keep their order. - Raycast threw on Point, Sphere and Box3d shapes and ignored an ellipse's rotation. Each shape type is now handled, and unknown ones are skipped. - A body rotated about its bounds centre in the anchor-less frame, so a centre-anchored renderable swung about its corner. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…dge getTile, view-edge drawing - Infinite maps ignored the layer origin and wrapped chunk tiles past the layer width into other rows; tiles at negative coordinates were misplaced or dropped. The layer grid now covers every chunk, cells use Tiled's tile coordinates (TMXLayer.startx/starty), and drawing and getTile agree. - The staggered renderer doubled its reference point before measuring the offset, so pixelToTileCoords/getTile returned a neighbour on every row from 1 down, and a scrolled staggered map drew nothing. - A tileset's tile count ignored its margin and rounded partial rows up, so it claimed the next tileset's gids; an image collection's range covered one. - cellAt truncated negative fractions toward 0, so getTile returned an edge tile just outside isometric, staggered and oblique maps. - Draw loops: stagger-axis-x maps left gaps at the top of views, oblique maps missed tiles at view edges, left/up render orders skipped a row or column, and a view outside a layer looped forever. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Dates the 20.13.0 changelog section (2026-11-06). Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
The skins from #1840 are a new feature: 1.2.0, unreleased. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
…le held With only a resting region, a press only doubled the opacity, so at opacity 0.5 or more a skinned button showed no change when pressed, though the docs said it was drawn brighter. It is now drawn at 90% of its size while held, like the engine's UI pressScale; the hit area is unchanged. Co-Authored-By: Claude Opus 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JnzwA4xBNBw7cEZzG1bUru
This was referenced Nov 7, 2026
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Description
Sets the versions for the next releases, and fixes one gap left by the gamepad skins (#1840).
packages/melonjs/package.jsonand.claude-plugin/plugin.json, as the 20.13.0 bump did.package.jsonis set to 1.2.0.## [1.2.0] - _unreleased_for the atlas skins. They are a new feature, so this is a minor version.pressedregion:pressScale. The hit area is unchanged, and apressedregion is still drawn at full size.Tests: two new skin tests, on Canvas and on WebGL:
All 97 plugin tests pass. ESLint shows 0 errors; its 8 warnings were there before.
Type of change
Checklist
pnpm lintpasses)pnpm testpasses)pnpm build)Related issues
#1802
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