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Defer animation start time in FrameAnimationDriver#56929

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Defer animation start time in FrameAnimationDriver#56929
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@zeyap zeyap commented May 21, 2026

Summary:
Problem: In complex apps, view transition animations skip initial frames — the user sees the animation snap to an intermediate position. This happens because FrameAnimationDriver anchors its start time on the first runAnimationStep call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing frameIndex to jump ahead.

Why: startFrameTimeMs_ is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — timeDeltaMs jumps and the animation skips to a mid-point. Every major framework solves this: Flutter uses lazy start (_startTime ??= timeStamp on first actual tick), Android native uses CALLBACK_COMMIT to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

Fix: On the very first update() call, output the starting value (frame 0) and reset startFrameTimeMs_ = -1. This causes the base class to re-anchor on the next runAnimationStep, so elapsed time is measured from the first frame that has actually been rendered — not from when startAnimatingNode was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152

@meta-cla meta-cla Bot added the CLA Signed This label is managed by the Facebook bot. Authors need to sign the CLA before a PR can be reviewed. label May 21, 2026
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meta-codesync Bot commented May 21, 2026

@zeyap has exported this pull request. If you are a Meta employee, you can view the originating Diff in D106007152.

@meta-codesync meta-codesync Bot changed the title Defer animation start time in FrameAnimationDriver Defer animation start time in FrameAnimationDriver (#56929) May 26, 2026
@zeyap zeyap force-pushed the export-D106007152 branch from af56414 to e3774ee Compare May 26, 2026 17:45
zeyap added a commit to zeyap/react-native that referenced this pull request May 26, 2026
Summary:
Pull Request resolved: facebook#56929

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point.
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from e3774ee to 96dd5fb Compare May 27, 2026 14:41
zeyap added a commit to zeyap/react-native that referenced this pull request May 27, 2026
Summary:
Pull Request resolved: facebook#56929

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point.
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
zeyap added a commit to zeyap/react-native that referenced this pull request May 27, 2026
Summary:
Pull Request resolved: facebook#56929

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point.
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from 96dd5fb to c68479e Compare May 27, 2026 15:49
zeyap added a commit to zeyap/react-native that referenced this pull request May 27, 2026
Summary:
Pull Request resolved: facebook#56929

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point.
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from c68479e to a28fd3d Compare May 27, 2026 20:01
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from a28fd3d to 7602eb8 Compare May 29, 2026 16:15
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from 7602eb8 to 5f166ae Compare May 29, 2026 16:30
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from 5f166ae to 54fed05 Compare May 29, 2026 17:22
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from 54fed05 to b7a1e2c Compare May 29, 2026 17:34
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from b7a1e2c to 76305e7 Compare May 29, 2026 17:51
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@zeyap zeyap force-pushed the export-D106007152 branch from 76305e7 to d34f078 Compare May 29, 2026 17:51
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
zeyap added a commit to zeyap/react-native that referenced this pull request May 29, 2026
Summary:

## Changelog:

[Internal] [Fixed] - Defer animation start time in FrameAnimationDriver

**Problem**: In complex apps, if animation is started in commit phase (the case if animation starts in useLayoutEffect, or from ViewTransition event handlers), it'll skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. 
- Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
Zeya Peng and others added 2 commits June 1, 2026 12:49
Summary:
Add the `animatedDeferStartOfTimingAnimations` common (native + JS) feature flag (default off). On its own this is a no-op; it gates deferring the start of native-driven timing animations to the first rendered frame, implemented in the following diffs.

The flag is defined as a `common` flag (not JS-only) so the same value can be read from both the JS Animated layer and the native C++ animation code. This diff includes all the generated accessors, regenerated via `yarn featureflags --update`: Kotlin (`ReactNativeFeatureFlags*.kt`), C++ (`ReactNativeFeatureFlags*.h`/`.cpp` and the JNI interop), the JS `ReactNativeFeatureFlags.js`, and the native module spec.

Changelog: [Internal]

Differential Revision: D106825629
Summary:
**Problem**: In complex apps, view transition animations skip initial frames — the user sees the animation snap to an intermediate position. This happens because `FrameAnimationDriver` anchors its start time on the first `runAnimationStep` call, but the UI thread may be busy with layout/mount work for several frames before the view actually composites. The elapsed wall-clock time advances, causing `frameIndex` to jump ahead.

**Why**: `startFrameTimeMs_` is set to the Choreographer frame time on the first tick. If the UI thread is blocked processing a heavy tree (many views mounting), subsequent ticks arrive much later — `timeDeltaMs` jumps and the animation skips to a mid-point. Every major framework solves this: Flutter uses lazy start (`_startTime ??= timeStamp` on first actual tick), Android native uses `CALLBACK_COMMIT` to adjust post-traversal, and CSS View Transitions spec defers start until post-composite.

**Fix**: On the very first `update()` call, output the starting value (frame 0) and reset `startFrameTimeMs_ = -1`. This causes the base class to re-anchor on the next `runAnimationStep`, so elapsed time is measured from the first frame that has actually been rendered — not from when `startAnimatingNode` was dispatched. The flag disables itself after one use, so all subsequent frames use pure elapsed-time with no behavioral change.

Differential Revision: D106007152
@meta-codesync meta-codesync Bot changed the title Defer animation start time in FrameAnimationDriver (#56929) Defer animation start time in FrameAnimationDriver Jun 1, 2026
@zeyap zeyap force-pushed the export-D106007152 branch from d34f078 to 504196c Compare June 1, 2026 19:56
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