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fix: RivePanel intercept all pointer events (#11786) bc003d5d87
fix: reinit scripted objects owned by the state machine (#11783) 72f38fef07 fix: reinit scripted objects owned by the state machine when data binding is updated chore: make viewmodel references safer (#11781) 0961388866 fix(unit tests): Update a test case to have a correctly-formatted category (#11778) 4edb867bde One change updated the TEST_CASE categories to have braces `[ ]` since that's how they're expected to work, but another change added a test without. This fixes that one case. Intersection board in renderer now allows overlap (#11724) 352adc26ac The intersection board in the renderer currently breaks any overlapping shapes into separate draw groups. This change allows the render context to specify when overlapping within a draw group could be allowed. feat(vkcwa): Move borrowed coverage to a dedicated subpass (#11761) 57feaeef08 This allows us to remove some dependencies from the main subpass and is a more clear description of what we're doing -- a single rendering of borrowed coverage, followed by moving on to the main subpass. It also avoids some issues on Qualcomm with having SHADER_READ/WRITE dependencies combined with input attachment dependencies on the main subpass. fix: allow artboard conditions without data context (#11776) e9c66affc8 fix(editor): stop audio when playback is stopped (#11771) d8ff1c2d88 * fix(editor): stop audio when playback is stopped * feature: add pause, play and resume support for audio sounds in scripting Armor the use of mapped gpu buffers (#11738) c4874f9ca2 It's possible that a GPU resource fails to map to system memory for some reason (for instance: if we lost the GL context). In that case, rather than attempt to write to a null pointer, we should instead just fail to draw anything. Create TesselationDataFormat.txt (#11767) 2d76643c5e * Create TesselationDataFormat.txt * Josh nitpicking * Fix Names * Update TesselationDataFormat.txt * Update TesselationDataFormat.txt * Rename file feature: expand view model instance support in scripting (#11744) a1966ba517 ArtboardComponentList optimizations (#11757) a3ef3daa73 Implements a couple of optimizations for Artboard lists: Don't syncLayoutChildren during updateList as the artboards are being built up, only sync afterwards For non-virtualized lists, keep the artboard and state machine instances in a vector and get them by index rather than having to look them up using their corresponding list item. Co-authored-by: Gordon <pggordonhayes@gmail.com>
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bc003d5d8754ca4bf2c861edb12fc08405aa1389
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@@ -1,3 +1,9 @@
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## Upcoming
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### Fixes
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- Fixed an issue where `RivePanel` intercepted all pointer events. Hit testing now respects each `RiveWidget`'s configured `hitTestBehavior`.
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## 0.14.3
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- Bumps to `rive_native: 0.1.3`. Updates the Rive C++ runtime and renderer for the latest features, bug fixes, and performance improvements.
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@@ -136,7 +136,13 @@ class _RivePanelState extends State<RivePanel> {
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Widget build(BuildContext context) {
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return Stack(
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children: [
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Positioned.fill(child: _renderTexture!.widget(key: _panelKey)),
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Positioned.fill(
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// IgnorePointer is used to prevent the RivePanel from intercepting pointer events.
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// Pointer events are handled by the individual RiveWidgets.
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child: IgnorePointer(
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child: _renderTexture!.widget(key: _panelKey),
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),
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),
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RiveSharedTexture(
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panelKey: _panelKey,
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backgroundColor: widget.backgroundColor,
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