* Previously it was treating maxfigures as the required length of the
fractional part, so you'd get a lot of pointless 0s. it should be the
number of significant figures, so we pretty much reuse the non-exp
formatter.
* In-application API is bumped to 1.1.0 as a new function pointer is
added to the end of the structure.
* This comes with some caveats - capturing a frame is fairly heavy
weight, so capturing a frame might throw off timing-related bugs you
are trying to capture in subsequent frames. If you know your bug is
every other frame though, capturing two can be a quick way to ensure
you get it.
* This is only applicable really on D3D11 where the underlying texture
can be typeless, and a default interpretation as unorm/float won't
necessarily how the texture is actually being used.
* For D3D11 and Vulkan, any views which don't just map to the whole
buffer or image will be highlighted in a colour, and when mousing over
that row a small tooltip will be displayed with the view parameters
that differ.
* Since the Vulkan views are tighter and more strictly specified, we can
always safely use the view format (in the non-mutable case it must
exactly match the underlying resource's format).
* Only one major piece of functionality is unimplemented and stubbed out
- WriteToSubresource and ReadFromSubresource in concert with passing
a NULL D3D11_MAPPED_SUBRESOURCE parameter to ID3D11DeviceContext::Map.
* I honestly don't know why this fixes it really. I finally got a
reliable repro which involved somehow scrollbars becoming visible and
creating their window handles in a weird circumstance while dragging
the window off fullscreen, and that causing the window handle create
to fail.
* Previous versions accessing the http URLs will be redirected soon (as
of time of writing this). The POST /bugsubmit won't be redirected as
it's not feasible to redirect POST requests, but that will continue
working.