11.6.0
Fixes
This release includes three fixes:
- Render target creation was at risk of producing an ANR during periods of high contention on the worker. This was resolved by making creation asynchronous and lazy at the time of first use.
- (Legacy) If data binding values were updated during a frame advance, there was a chance of corrupting the buffer of data bind updates. This was resolved through locking the buffer.
- (Legacy) If a Rive file had no data binding available but the user requested
autoBind, the runtime would throw an error. This has been downgraded to logging an error.
- 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