This resolves a performance and usability issue where certain conditions would result in Rive needlessly reconfiguring/initializing the Rive artboard (as well as downloading/loading Rive files). If `onInit`, `animations`, `controllers`, or `stateMachines` were passed in as an argument to `RiveAnimation` the above issue is triggered on each widget rebuild. Under certain conditions this could result in an animation constantly restarting, bad performance, or Flutter ending up in a `setState` callback loop.
This PR also clears the list of local controllers each time init is called.
Resolves: https://github.com/rive-app/rive-flutter/issues/277
This also fixes bugs in our example app
- Play/Pause not working
- One shot animation behaving oddly
Diffs=
9af05d044 docs: update changelog
cb7fd6d14 test: add rive animation onInit tests
107ae16bc refactor: naming and call logic
6857aa691 docs: add additional code docs
f3ba4f015 perf: fix didUpdateWidget configure loop
7d0aaaff3 Adjust RiveAnimation didUpdateWidget condition (https://github.com/rive-app/rive-flutter/issues/278)
d4c6dd4ab Add more helper functions
6a8f9e249 Fix tess for C++11 and add to github action (#4571)
c8b5fdadd More SIMD features
87f079a10 RawPath::Iter improvements