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v0.5.0
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Added
[breaking ] draw every visualizer through Scene2D instead of a wgpu pipeline
Fixed
(ci) install the same Linux packages for the release preflight
(release) close package rehearsal gaps
(release) verify registry-only package graph
fix repository rule violations and refresh documentation
(apple) link native media session provider
Other
link the test graph to the waterui 0.4 release commit
(deps) waterui-graphics 0.4 and waterui-testing 0.4; version 0.3.0 matches the registry
resolve gpu-allocator against windows 0.62, as wgpu-hal does
depend on the released waterui crates instead of the monorepo dev branch
draw the semantics tests from a synthetic window, not a microphone
refresh git dependency revisions after the upstream history rewrite
update Linux package matrix and add dxc on Windows
setup standalone crate files, CI workflows, and release-plz
consolidate GPU glue into waterui-graphics helpers
ship the licence texts in every published crate
depend on shaderloom directly, and give the icon codegen its own name
prepare WaterUI 0.3 release versions
Fix workspace CI failures
Fix Android runtime and device workflows
upgrade workspace dependencies
Add cross-platform shader AOT with Shaderloom
refactor native backends and GPU surface integration
achieve zero clippy warnings across the workspace
clean up clippy warnings across the workspace
SubView: Send + Sync; decouple GpuView from SubView
Lean dependency graph for embedded: gpu/widgets/gestures features
Restore WaterUI CI gates and reactive map API
reorganize the project
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