# 0.1.6 * Clarify `Rectangle` docs. * Update _rustc-hash_ to `2`. # 0.1.5 * Micro-optimise avoid `.round()` during glyph drawing when converting pixel coverage to `u8`. # 0.1.4 * Optimise frequent lower workload efficiency by only using multithreading code paths when a significant speedup can be expected. * Remove concurrent outlining as it didn't provide enough of a speedup after more thorough analysis. # 0.1.3 * Update _crossbeam-deque_ to 0.8, _crossbeam-channel_ to 0.5. # 0.1.2 * Optimise empty cache `cache_queued` calls by bundling texture data into a single upload. # 0.1.1 * Require _ab_glyph_ 0.2.2. # 0.1 * Port _rusttype_ gpu cache to _ab_glyph_. * Use exact texture rect position, adjusted for different sub-pixel matches. * Use rayon for concurrent outline calculation & rasterization. * Use crossbeam-channel for channelling. * Implement local batch work stealing for rasterization tasks improving population performance by **1.1x**.