## New In 6.2.0 * * Annotated types to all variables * * Cleaned up unnecessary logic in `realABVFormatting()` * * Updated tests to include all logic cases ## New In 6.1.0 * * Made use lines explicit * * Fixed strict floating point comparisons * * Changed `.validInput()` to return NAN instead of 0.0. Also changed all logic to use `.is_nan()` to match. ## New In 6.0.2 * Changed BrewStilleryIcon to be an svg. Also changed all corresponding files to match. Fixed install script permissions. ## New In 6.0.1 * Moved `startGTK()` into its own module so the `mod.rs` is just modules. * Properly configured the tests module in `main.rs` with the `#[cfg(test)]` flag and removed unused imports in some tests. * Updated `gtkCSS()` to the latest `.get_default_screen()` arguments. * Moved the `clone!()` macro into `macroDefinitions.rs` so the `mod.rs` is just modules. ## New In 6.0.0 * Changed from switches to dropdowns for units. * Added Imperial (British) units. * In Total IBU, changed Boil Time to per hop. * Under the bonnet, complete rewrite/cleanup. * Broke apart large functions. * Wrote tests for all of the Maths, Formatting, Implementations, and Common Functions. ## New In 5.3.1 * Fixed the percentage display for Real Attenuation. ## New In 5.3.0 * Added unit tests for verifying maths. To check, run `cargo test` ## New In 5.2.0 * Created traits and implementations for common functions. * Removed the arch PKGBUILD. It's on the AUR. ## New In 5.1.0 * Made things more rusty, changed two images from svg to png, and code cleanup. ## New In 5.0.0 * MASSIVE overhaul!!! Hence the jump from Version 3.0.0 to 5.0.0. * Huge code cleanup: removed tons of unneeded borrows and things of that nature. * Created a complete theme with CSS and images. * Switched from a GtkWindow to a GtkApplicationWindow, which allows us to have proper domain naming. * Added finished beer colour output: * To calculate what the finished beer will look like, the flow goes like this: * Individual grains go through singleMCU, those are added up and passed into beerSRM, and that gives us a total SRM value. * We then convert that SRM value to L\*ab, from L\*ab to XYZ, and finally to RGBA. * That gives us the colour you would expect to see. * Also, because of the diameter of a glass, larger vessels will make beer appear darker. So, we accounted for that with standard glassware and averaged lighting data. * We now have a dropdown menu where you can pick your glassware and it will show you the appropriate colour in that glass. * Switched from an entry/button setup to a dynamic one: everything is calculated on the fly. * Refactored our ABV functions. It's now based off of one source, which is very accurate. * Changed from using 32 bit floating point to 64 bit. ## New In 3.0.0 * Added the grain calculator to the beer tab. * Reworked the maths in the RealABV calculator, because it was completely inaccurate. * Reworked the graphical layout as well. ## New In 2.0.0 * Added the IBU calculator to the beer tab.