)]}'
{
  "commit": "2c45ce80234671ff07236baf8e4f3aef3e7cd8ba",
  "tree": "cf9f13f327810e52d281e73ba2ef9f59db1e7b26",
  "parents": [
    "e682a6fbd34e72a01f2a86fca619858dd2bf4c3a"
  ],
  "author": {
    "name": "bodymovin",
    "email": "hello@rive.app",
    "time": "Fri May 17 16:02:41 2024 +0000"
  },
  "committer": {
    "name": "bodymovin",
    "email": "hello@rive.app",
    "time": "Fri May 17 16:02:41 2024 +0000"
  },
  "message": "use world bounds for coarse grained collision test\n\nfixes #7286\nI\u0027m creating this PR mostly to align the way both runtimes behave, although the performance gain is a plus probably.\nDuo and others have reported that this difference of two pixels between runtime and editor are critical to how they build their projects.\n\nDiffs\u003d\n405b8ef90 use world bounds for coarse grained collision test (#7287)\n\nCo-authored-by: hernan \u003chernan@rive.app\u003e\n",
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