Don’t crash if an image hasn’t decoded yet (no render image available).

Fix for runtime crash when playing a file that hasn't decoded an image yet.

https://2dimensions.slack.com/archives/CLLCU09T6/p1656699992185979?thread_ts=1656699968.956809&cid=CLLCU09T6

In this case it was due to the image being missing, but this could happen with async image decode when we have out of band assets too so it's good to be resilient here.

Diffs=
1dca3bf6a Don’t crash if an image hasn’t decoded yet (no render image available).
diff --git a/.rive_head b/.rive_head
index fc25c85..2684f4a 100644
--- a/.rive_head
+++ b/.rive_head
@@ -1 +1 @@
-5da5fa606df8b3e05ab15e9a1297e4c941d35c60
+1dca3bf6aaf61e675d5b8ce062e51444693bd60b
diff --git a/src/shapes/image.cpp b/src/shapes/image.cpp
index 9d11a61..d0b46c5 100644
--- a/src/shapes/image.cpp
+++ b/src/shapes/image.cpp
@@ -9,7 +9,10 @@
 using namespace rive;
 
 void Image::draw(Renderer* renderer) {
-    if (m_ImageAsset == nullptr || renderOpacity() == 0.0f) {
+    rive::RenderImage* renderImage;
+    if (m_ImageAsset == nullptr || renderOpacity() == 0.0f ||
+        (renderImage = m_ImageAsset->renderImage()) == nullptr)
+    {
         return;
     }
 
@@ -19,7 +22,6 @@
         renderer->save();
     }
 
-    auto renderImage = m_ImageAsset->renderImage();
     auto width = renderImage->width();
     auto height = renderImage->height();