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The unreleased section had drifted to an average of 97 words an entry, against 21 at 18.3.0 and 26 at 19.9.0, with the longest at 173. They had become design notes rather than lines a reader scans to decide whether to upgrade. Every entry rewritten to one clause, 24 words on average and 36 at the longest, with the bold-name form 19.9.0 uses for Added and a plain statement of the defect for Fixed. No em dashes. Also moved and dropped a few: - `onOver` returning false moves to Fixed. It is `onOver` honouring the contract `onClick` and `onRelease` already had, not a new capability - `renderer.stroke()` / `fill()` accepting a `Sphere` moves to Fixed. `Sphere` shipped in 19.7.0, so it was a two-version gap - `Color#setLinear` dropped. It exists because the glTF loader needed it and no reader acts on it - `RadialGradientEffect` dropped. A missing export nobody was using - `hdr` and `hdrOutput` merged under one HDR rendering headline Released sections are untouched. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NGvtaUNATVCVxD2qcbiY4t
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The unreleased section had drifted badly:
The longest entry was 173 words. They had become design notes rather than
lines a reader scans to decide whether to upgrade.
Every entry is rewritten to one clause: the bold-name form 19.9.0 uses for
### Added, and a plain statement of the defect for### Fixed. No em dashes.Longest is now 36 words.
Moved
onOverreturningfalsemoves to Fixed. It isonOverhonouring thecontract
onClickandonReleasealready had, not a new capabilityrenderer.stroke()/fill()accepting aSpheremoves to Fixed.Sphereshipped in 19.7.0, so this was a two-version gapDropped
Color#setLinear. It exists because the glTF loader needed it; a gameloading glTF does nothing differently for it.
srgb.jswas never on thebarrel and
linearToSrgbis@internal, so nothing public changedRadialGradientEffectis exported. A missing export nobody was usingMerged
hdrandhdrOutputunder oneHDR renderingheadline. The deepercaveats went with it: the 8-bytes-per-pixel target cost, that sprite chains
stay 8-bit, the
EXT_color_buffer_floatrequirement on WebGL2, and that"aces"clamps internally so it cannot feedhdrOutput. Those belong in thedocs and the effects skill, not here. Easy to pull back if you disagree
Released sections are untouched; the diff is one hunk at lines 3 to 28.
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https://claude.ai/code/session_01NGvtaUNATVCVxD2qcbiY4t