- fix(Android): Render Target ANR (#12470) fc77e0e0ef
d8a3982 - fix(Android): Legacy: Update databinds under lock (#12480) e1151b7f96
c372a04 - fix(Android): Legacy: Log error instead of throwing when auto-bind fails (#12481) d596bba7a7
424170c - added internal asset loader so you can bypass cmdq (#12487) a53f08a914
de1a00f - chore: delay running data binds until necessary (#12469) ee223deb96
f40a473 - Move from .rtex to .ktx2 (#12369) db268e8c81
842fd0d - Fix/render bc7 images (#12344) 3b74a52148
a8e7057 - fix(browserstack): Fix the browserstack run for vk gms (#12473) b70b191146
de09be3 - fix(glmsaa): Fix MSAA artifacts with dstBlend barriers and no KHR (#12413) 82af6951bf
4485dd5 - chore: drop D3D11/D3D12 pre-compiled DXBC ingestion path (#12475) 1de58d297c
964fbcb - feature: track ShaderAsset assetId on ShaderModule (TRACK_RIVE_SHADER_ID) (#12474) d2e31a1f65
6bccaf7 - chore(runtime): improve initialization performance of clipping shapes… (#12472) 666dc5691e
ecee87a - fix(tests): gate render_canvas GMs behind with_rive_canvas (#12441) 1aab0beb60
c750894 - fix: Absolute layout fill behavior (#12471) 6cce514679
3d5aea7 - fix(runtime): Fix top level artboard hug behavior (#12462) 0e91142f40
9b28b2b - fixes(editor and runtime): follow path and editor reload (#12461) ed48c0a53d
760c6a5 - fix(tests): make Rand produce identical sequences across platforms (#12432) 9a8f7e7a19
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