fix: Framebuffer loss after texture is deleted
fix: Split up array and primitive (index.js) types of KernelValues and introduce .setup()
* This was needed to handle .toArray() from the fix from #553
fix: Performance fix, define texture types in `kernelValue.setup()`, rather than on every `kernelValue.updateValue()`
fix: implied else issue discovered, and fixed when testing boolean using leading and following return statements
fix: Added a section in documentation about types and added reference to boolean
fix: Bump and build
fix: Added test suite for arrays and inputs for webgl and webgl2
fix: Rename "floatOutput" feature to "precision". Values can be "unsigned" or "single"
fix: Add input and Input to typings
fix: Use Int32Array for input.size
fix: Auto float handling
fix: this.texSize from early setting in validateSettings
fix: Add compiledFragmentShader and compiledVertexShader as props in kernel
feat: Add setOptimizeFloatMemory in kernel.js
fix: Add some typings
fix: Simplify how dimToTexSize gets dimensions
fix: Simplify createKernelMap tests
fix: Add utils tests
fix: Simplify issue 267 tests
fix: Alter issue 279 tests, and add TODO
1 Broken test left
Change `HTMLImageArray` render strategy to `gl.NEAREST`, like all the others
Let `WebGL2FunctionNode` extend `WebGLFunctionNode` and lighten
Remove all the different html pages associated with tests, and just use one file to handle them and use qunit for filtering them
Bump version number