Enabled the `missing_assert_message` lint
* [x] I have followed the instructions in the PR template
---------
Co-authored-by: Lucas Meurer <lucasmeurer96@gmail.com>
## Defining what `Rounding` is
This PR defines what `Rounding` means: it is the corner radius of
underlying `RectShape` rectangle. If you use `StrokeKind::Inside`, this
means the rounding is of the outer part of the stroke. Conversely, if
you use `StrokeKind::Outside`, the stroke is outside the rounded
rectangle, so the stroke has an inner radius or `rounding`, and an outer
radius that is larger by `stroke.width`.
This definitions is the same as Figma uses.
## Improving general shape rendering
The rendering of filled shapes (rectangles, circles, paths, bezier) has
been rewritten. Instead of first painting the fill with the stroke on
top, we now paint them as one single mesh with shared vertices at the
border. This has several benefits:
* Less work (faster and with fewer vertices produced)
* No overdraw (nicer rendering of translucent shapes)
* Correct blending of stroke and fill
The logic for rendering thin strokes has also been improved, so that the
width of a stroke of `StrokeKind::Outside` never affects the filled area
(this used to be wrong for thin strokes).
## Improving of rectangle rendering
Rectangles also has specific improvements in how thin rectangles are
painted.
The handling of "Blur width" is also a lot better, and now works for
rectangles with strokes.
There also used to be bugs with specific combinations of corner radius
and stroke width, that are now fixed.
## But why?
With the new `egui::Scene` we end up with a lot of zoomed out shapes,
with sub-pixel strokes. These need to look good! One thing led to
another, and then I became obsessive 😅
## Tessellation Test
In order to investigate the rendering, I created a Tessellation Test in
the `egui_demo_lib`.
[Try it
here](https://egui-pr-preview.github.io/pr/5669-emilkimprove-tessellator)


Hey! I am not sure if this is something that's been considered before
and decided against (I couldn't find any PR's or issues).
This change removes the internal profiling macros in library crates and
the `puffin` feature and replaces it with similar functions in the
[profiling](https://github.com/aclysma/profiling) crate. This crate
provides a layer of abstraction over various profiler instrumentation
crates and allows library users to pick their favorite (supported)
profiler.
An additional benefit for puffin users is that dependencies of egui are
included in the instrumentation output too (mainly wgpu which uses the
profiling crate), so more details might be available when profiling.
A breaking change is that instead of using the `puffin` feature on egui,
users that want to profile the crate with puffin instead have to enable
the `profile-with-puffin` feature on the profiling crate. Similarly they
could instead choose to use `profile-with-tracy` etc.
I tried to add a 'tracy' feature to egui_demo_app in order to showcase ,
however the /scripts/check.sh currently breaks on mutually exclusive
features (which this introduces), so I decided against including it for
the initial PR. I'm happy to iterate more on this if there is interest
in taking this PR though.
Screenshot showing the additional info for wgpu now available when using
puffin

<!--
Please read the "Making a PR" section of
[`CONTRIBUTING.md`](https://github.com/emilk/egui/blob/master/CONTRIBUTING.md)
before opening a Pull Request!
* Keep your PR:s small and focused.
* The PR title is what ends up in the changelog, so make it descriptive!
* If applicable, add a screenshot or gif.
* If it is a non-trivial addition, consider adding a demo for it to
`egui_demo_lib`, or a new example.
* Do NOT open PR:s from your `master` branch, as that makes it hard for
maintainers to test and add commits to your PR.
* Remember to run `cargo fmt` and `cargo clippy`.
* Open the PR as a draft until you have self-reviewed it and run
`./scripts/check.sh`.
* When you have addressed a PR comment, mark it as resolved.
Please be patient! I will review your PR, but my time is limited!
-->
I removed (I hope so) all wildcard imports I found.
For me on my pc this improved the build time:
- for egui -5s
- for eframe -12s
* [x] I have followed the instructions in the PR template
Removes `egui_assert` etc and replaces it with normal `debug_assert`
calls.
Previously you could opt-in to more runtime checks using feature flags.
Now these extra runtime checks are always enabled for debug builds.
You are most likely to encounter them if you use negative sizes or NaNs
or other similar bugs.
These usually indicate bugs in user space.
⚠️ Removes `Context::translate_layer`, replacing it with a sticky
`set_transform_layer`
Adds the capability to scale layers.
Allows interaction with scaled and transformed widgets inside
transformed layers.
I've also added a demo of how to have zooming and panning in a window
(see the video below).
This probably closes#1811. Having a panning and zooming container would
just be creating a new
`Area` with a new id, and applying zooming and panning with
`ctx.transform_layer`.
I've run the github workflow scripts in my repository, so hopefully the
formatting and `cargo cranky` is satisfied.
I'm not sure if all call sites where transforms would be relevant have
been handled. This might also be missing are transforming clipping
rects, but I'm not sure where / how to accomplish that. In the demo, the
clipping rect is transformed to match, which seems to work.
https://github.com/emilk/egui/assets/70821802/77e7e743-cdfe-402f-86e3-7744b3ee7b0f
---------
Co-authored-by: tweoss <fchua@puffer5.stanford.edu>
Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
* Part of https://github.com/emilk/egui/issues/1485
This adds a `rayon` feature to `epaint` and `egui` to parallelize
tessellation of large shapes, such as high-resolution plot lines.