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{
  "commit": "1e4015f41a46a73048faf3d8891f434e9c706590",
  "tree": "42f971df2cc94d5271697cb2bb3fa136846de3f0",
  "parents": [
    "e049c47e1b3ac4af0a09570d75e17dcdcb707a9e"
  ],
  "author": {
    "name": "JoshJRive",
    "email": "hello@rive.app",
    "time": "Thu Sep 04 17:16:54 2025 +0000"
  },
  "committer": {
    "name": "JoshJRive",
    "email": "hello@rive.app",
    "time": "Thu Sep 04 17:16:54 2025 +0000"
  },
  "message": "fix(ios): Don\u0027t call abort when the unexpected happens. (#10472) 1adc508ecd\n* removed aborts and properly handle the error case instead. Don\u0027t use printf because nslog allows for proper output to log files in ios\n\n* more converts to nslog\n\n* made checks more specific\n\n* Wiring up multiple synthesized failure types\n\n* Wiring through the new synthesized failure modes to D3D11, 12, and GL\n\n* Move the Metal ubershaderLoad failure synthesis to a better spot\n\n* clang format\n\n* Missed wrapping a variable in #ifdef WITH_RIVE_TOOLS\n\n* Correction: missed *multiple* #ifdef WITH_RIVE_TOOLSes\n\n* Still more\n\n* Testing to see if the D3D12/GL errors are related to the ubershaderLoad synthesis or not\n\n* Removing additional pieces of the testing to see what\u0027s causing the issues\n\n* It\u0027s important to write your preprocessor directives correctly 🙃\n\n* Trying to figure out what the fence value is that is coming out wrong on the D3D12 tests and why GL is failing\n\n* trying something dumb to see if this re-breaks the oneplus7\n\n* Split the render test up into three tests to see if it is any better on the oneplus7\n\n* Trying to see where the d3d12 device is getting removed (and why), and also what happens if I run 2 of the same synth test on oneplus7\n\n* Sorry everyone it\u0027s effectively printf debugging time 🫤\n\n* Changed the CreateEvent call to see if that works for D3D12 and also more printing for GL\n\n* More\n\n* Okay testing some other dumb stuff - this might resolve oneplus 7, still no idea on D3D12 yet\n\n* Testing an alternate fix for the oneplus7 issue plus a different initial frame value for the copy fence\n\n* Adding a comment before push\n\n* Clean up the testing code (the D3D and oneplus7 issues are fixed but now there\u0027s a GL issue on windows. sigh.\n\n* clang format again\n\nI\u0027m good at this lol\n\n* Okay I think this will fix the windows GLFW issue at the cost of it might break all the android tests or something (but I hope not!)\n\n* Now debugging why glfw window creation is failing for windows unit tests\n\n* Okay this should \"fix\" the GL issues on github by just not creating a GL window if GL is not supported.\n\n* Some minor cleanup\n\n* Clarifying a comment, mostly to get the tests to re-kick\n\nCo-authored-by: Jonathon Copeland \u003cjcopela4@gmail.com\u003e\nCo-authored-by: Josh Jersild \u003cjoshua@rive.app\u003e\n",
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