)]}'
{
  "commit": "793223304ca425c80c1d044b7ba54e545ba9cde1",
  "tree": "69f25e9273231aff355827aa9539d6a97da1878d",
  "parents": [
    "1eb7ac67d308d1cdf62a0e775ac593a4c74c8132"
  ],
  "author": {
    "name": "luigi-rosso",
    "email": "hello@rive.app",
    "time": "Thu Apr 13 23:43:47 2023 +0000"
  },
  "committer": {
    "name": "luigi-rosso",
    "email": "hello@rive.app",
    "time": "Thu Apr 13 23:43:47 2023 +0000"
  },
  "message": "Propagate collapse to path composer.\n\nFixes crash caught by @zplata discussed here: https://2dimensions.slack.com/archives/CLLCU09T6/p1681424342445369?thread_ts\u003d1681320431.308629\u0026cid\u003dCLLCU09T6\n\nWe weren\u0027t propagating collapse to the path composer which meant that when the collapse for solo changed the deferred dirt (from the GameKit optimization of not updating opacity 0 paths) we wouldn\u0027t run the update cycle on the path composer. This meant no path would ever get generated for some shapes.\n\nDiffs\u003d\nabc600932 Propagate collapse to path composer. (#5116)\n",
  "tree_diff": [
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