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base repository: rive-app/rive-ios
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base: 6.2.2
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head repository: rive-app/rive-ios
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compare: 6.3.0
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- 6 commits
- 22 files changed
- 4 contributors
Commits on Oct 29, 2024
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fix for imagediff avrg being wrong
Fix for the average Pixel diff not being what we expected. Diffs= 8178dd7936 fix for imagediff avrg being wrong (#8430)
blakdragan7 committedOct 29, 2024 Loading Loading status checks…Configuration menu - View commit details
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`libgms.a` `libgoldens.a` `libtools_common.a` now building for unreal on Mac and iOS. `build-rive.py` now runs correctly on Mac for Mono Repo. Unreal GM Plugin now correctly loads and fixed decoder to use correct symbols independent of platform. Diffs= c64659be84 Make build script work on mac (#8421)
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Commits on Oct 30, 2024
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feat: add runtime layout fit type for ios, android, web
First steps towards supporting artboard resizing in our runtimes. This PR includes: - New Fit type `autoResizeArtboard`. After a bit of back and forth, I think this keeps the API simple. - ScaleFactor which represents a scale value to scale the artboard by in addition to resizing (only applies with `autoResizeArtboard`). This may be useful because an artboard is created at a specific width/height, but it may be deployed to platforms where it is rendered to a much smaller or larger surface/texture. Currently the default is 1.0 (no scale), however, an alternative is to have it default to something like textureSize / artboardSize so we sort of auto normalize it. - Implemented on iOS. Once this is finalzed, we can work with DevRels to implement across all runtimes. - TODO : Bubble up an event when the artboard size is changed internally by the .riv https://github.com/user-attachments/assets/20e9fdda-5c3e-4f3f-b2f5-104ff0291fbe Diffs= e71b4cc081 feat: add runtime layout fit type for ios, android, web (#8341) Co-authored-by: CI <[email protected]> Co-authored-by: David Skuza <[email protected]> Co-authored-by: Philip Chung <[email protected]>
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Expose RenderContext methods for allocating tessellation vertices
Give Draws more control over exactly where their tessellations go, instead of having the renderContext do it automatically. This will allow for more elaborate splitting up into prepasses/subpasses and reordering. Make the RenderContext API for generating tessellations more flexible about specifying where the vertices go. Diffs= ea59076bf7 Expose RenderContext methods for allocating tessellation vertices (#8408)
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dskuza committed
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