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d3-liquid-fill-gauge's Issues

Cpu usage

Not sure if this is a bug or not but are the gauges supposed to constantly eat up so much cpu?

Wave height is not recomputed after first load

If you set the initial value of the gauge as 0, then later update the value to 50 I would expect there to be a wave of the same height as if the initial value was 50. Instead there is no wave. Looking through the code it appears that the waveHeight and resulting scales are not recalculated when the value changes.

Here is code that will indicate the problem:

var gauge = d3.select(element).call(d3.liquidfillgauge, 0);
gauge.on("valueChanged")(50);

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