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Tags: hajimehoshi/ebiten

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v2.9.7

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internal/graphicsdriver/metal: bug fix: an app was frozen by fullscre…

…ening

Closes #3354

v2.9.6

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internal/graphicsdriver/metal: add an early return to prevent deadlock

Updates #3353

v2.9.5

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vector: reland: bug fix: a callback for an image and its sub-image sh…

…ould be treated correctly

Closes #3355

v2.10.0-alpha.7

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audio/internal/convert: bug fix: a returned stream's Length and actua…

…l read buffer length didn't match

Closes #3352

v2.10.0-alpha.6

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cmd/ebitenmobile: add an option to save GPU resources at suspendGame

This is a kind of partial revert of suspendGame, as now saving GPU
resources at suspendGame is not done by default. It's because saving
GPU resouces could cause ANRs. A developer can do saving by passing
true at suspendGame explicitly.

Updates #3334

v2.10.0-alpha.5

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all: update dependencies

v2.9.4

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internal/graphicsdriver/opengl/gl: bug fix: always use OpenGL non-ES …

…for Steam

Apparently, OpenGL ES caused an issue where Steam overlay didn't
work correctly. We are not sure the root cause, but there are similar
issues reported [1][2].

With Steam, it should be fine to assume that OpenGL non-ES is always
available.

Closes #3338

[1] ValveSoftware/steam-for-linux#8122
[2] godotengine/godot#53352

v2.10.0-alpha.4

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internal/atlas: do not wait for reading pixels from GPU to be finished

Updatse #3215
Updates #3334

v2.9.3

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ebiten, vector: bug fix: race conditions

This change fixes these race conditions in

 * (*ebiten.Image).invokeUsageCallbacks concurrent invocations
 * (*ebiten.Image).usageCallbacks usages
 * vector.theCallbackTokens usages
 * vector's global shader initializations

Closes #3333

v2.9.2

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vector: bug fix: FillRect or other utility functions on a sub-image d…

…idn't work correctly

Closes #3330