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v0.2.7 - 2026-03-11

Build System

  • improved the makefile to allow for parallel builds + fix linker flag

v0.2.6 - 2026-03-11

Build System

  • update hyprland compatibility to v0.54.2

Chores

  • release: v0.2.6 [skip ci]

v0.2.5 - 2026-03-09

Bug Fixes

  • preset configuration was not correctly picked up (#11)

Chores

  • release: v0.2.5 [skip ci]

v0.2.4 - 2026-03-04

Build System

  • update hyprland compatibility to v0.54.1

Chores

  • release: v0.2.4 [skip ci]

v0.2.3 - 2026-03-02

Bug Fixes

  • need to always resample to catch real time background change, cheap GPU overhead, but no way to do otherwise as of now

Chores

  • add BSD 3-Clause license
  • remove some standard uniform names (already resolved internally by CShader since Hyprland 0.54)
  • release: v0.2.3 [skip ci]

v0.2.2 - 2026-03-02

Bug Fixes

  • refactor shader creation for 0.54 refactored shader logic
  • refactor callbacks for new event bus listeners

Build System

  • update hyprland compatibility to v0.54.0

Chores

  • release: v0.2.2 [skip ci]

v0.2.1 - 2026-02-18

Bug Fixes

  • ci: build tag from hyprland version bump was not picked up for release

Build System

  • update hyprland compatibility to v0.53.3

Chores

  • release: v0.2.1 [skip ci]

v0.2.0 - 2026-02-18

Chores

  • release: v0.2.0 [skip ci]

Features

  • settings improvments, with presets and built-in presets

v0.1.0 - 2026-02-16

Bug Fixes

  • area was not damaged correctly when moving while tiled layout
  • remove some optimization causing noise when rendering blur and moving window (not worth it)
  • gpu infinite render
  • border radius
  • working with shadow enable, not yet with shadow disabled

CI/CD

  • pipelines + docs

Chores

  • release: v0.1.0 [skip ci]

Code Refactoring

  • better file separation, renaming
  • remove unused code and fix bounding box
  • attempt with glass shader using SDF bezel refraction and poisson blur

Features

  • improve settings
  • almost perfect
  • more like apple variant, magnifying variant, seemd to be more beautiful
  • add meniscus dispersion, color, and border rim to glasss shader (attempt to make it more apple-like, cool effects but not a big usable success)"
  • tweaking little bit different approach
  • add color_tint effect
  • split corner/bezel SDF, add multi-pass blur and inner shadow (in order to avoid weird corners, but not really a success yet)
  • add UV padding and remove wave distorsion
  • draft working version of shader for transparent windows

Performance Improvements

  • massive gpu usage improvments, resample only when really needed
  • shared blur framebuffers, remove raw texture sampler
  • half-res blur pipeline, linear sampling, shadows