github rive-app/rive-android 11.6.0

5 hours ago
  • 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 9744b71

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