* ⚡ Skip drop shadows that are imperceptible at current scale
Filter drop shadows by on-screen footprint (stricter for recursive
shapes) so overview HQ avoids expensive blur passes that barely show.
* ⚡ Simplify Path and Bool strokes at low scale
At overview zooms, Inner/Outer strokes fall back to Center and
dash/dotted styles become solid when the pattern is subpixel.
Strokes are never skipped so stroke-only icons stay visible.
* ⚡ Drain GPU work on partial render frames
Partial frames only flushed the Backbuffer, so tile GPU commands
queued until present_frame's flush_and_submit and stalled the
browser on large files. Submit the context each partial frame
without presenting Target or re-composing the tile atlas.
* ⚡ Prefer direct painting when effects are imperceptible
Skip the Fills/Strokes layered path when drop/inner shadows would
not paint at the current scale, and allow stroke-only shapes
(fills_none) on the direct path. Apply the same footprint LOD to
inner-shadow painting.
* 🐛 Skip identity transforms in layout reflow propagation
Layout reflow emitted identity transforms for unchanged children, which
fanned out through the whole subtree on every drag frame and froze large
files in the WASM renderer.
* 🐛 Fix exclude boolean rendering in render WASM
* 🐛 Fix dropdown shown Mixed Font Families for same family with different variant
* 🐛 Fix variants dropdown appearing blank on mixed variants but same family
* ✨ Add playwright test for mixed font families/variants
* 🐛 Fix stroke to path extra points
* 🐛 Set evenodd when needed on stroke to path (#10446)
---------
Co-authored-by: Elena Torró <elenatorro@gmail.com>
* 🐛 Fix sharp angles in text-to-path due to wrong quad/conic degree elevation
* 🐛 Preserve even-odd fill type through Skia path conversions
* 🐛 Fix wrong quadratic-to-cubic degree elevation in push_bezier
* 🐛 Skip zero-length degenerate close segments in path_to_beziers
* 🐛 Replace BTreeMap for Vec for bool calculation
* 🐛 Fix even_odd missing when creating Path