Rive Editor 0.8.5252

  • ⛹️‍♀️ Many new character animation/rigging features and improvements (new tutorials coming soon):

    • 🖋️ Auto Trace: trace an image to generate a mesh

    • 💪 Auto Weights: automatically assign bone weights to image meshes and bound vector paths

    • 🎨 Edit Mesh/Vertices UX

      • Contextual toolbar

      • View-options row (Bounding Box Edit, Isolate, Show Weights, Deform, Show Triangles, Dim)

      • Turn off Deform (or use Edit Contour) to see the undeformed mesh/path with bones at bind pose

      • Ability to enter Edit Mesh/Vertices with multiple images/paths at the same time (bind multiple meshes/paths to bones at the same time)

      • Bounding Box toggle for vertices, as requested here

      • Lock bone weights, as requested here

      • AI Agent has tooling for all these features

  • 👯 Align and distribute tools for state machine states, as requested here

  • 🗂️ Preview tabs (single-click opens italic, reusable tab)

  • ✨ AI Agent improvements: artboard placement, animation defaults, and tool-card polish

  • ⌨️ Esc returns to the Select tool from any tool

  • 🎯 Add support to override artboard origin (for component instances)

  • 🖋️ Pen tool: path editing improvements (edge-snap, bezier/detach gestures, selection fixes)

  • 🐛Various fixes and improvements

    • fix(editor): adding a listener with an event selected targets that event

    • fix(editor): scripted converters no longer report invalid before scripts are parsed

    • fix(editor): collapsed data panel rows no longer reopen on panel hover

    • fix(editor): view model instance values should not edit their animate…

    • scripting: statically link library requires

    • scripting: library scope for imported scripts

    • scripting: library scope follow ups

    • feat(Android): Expose ViewModel Instance name on Android

    • feat(renderer): Convert "ImageDrawUniforms" to "ImageDrawInstance"

    • feat(renderer): Optimized scissor and clip rejection

    • chore(unreal): Unreal Helpers

    • feat(runtime): add requestArtboardSize to command queue

    • feat(cpp): expose enum name in getProperties for cpp and js

    • fix(code): avoid EOL sentinel id collisions and move trailing runs on newline

    • fix(code): preserve interleaved runs when converting points to runs

    • fix(editor): two crashes on console lists and text components

    • fix(editor): don't create transitions when clicking overlapping states, and keep the dragged state on top

    • fix(editor): block stage selection and context menu during state machine playback

    • refactor(unreal): Rive Descriptor Editor Update

    • chore(runtime and editor): advance cycle updates

    • fix(core): don't wedge batching when a batchSync body throws

    • fix(editor): Improve Agent tool visualization handling of json

    • fix(editor): Fix crashes related to vertex weights

    • fix(Android): Correctly handle conversion between C++ and JVM strings

    • fix(editor): Dart text rendering fix

    • fix(tests): Run android test apps in landscape on TVs

    • fix: Text opacity modifier falloff with feathering applied

    • fix(runtime): Prevent use-after-free in ScriptedDataConverter type changes

    • fix(renderer) Tighten the combined draw bounds

    • fix: Crash on software mode emulators

    • fix(unity): Windows/D3D12 editor crash from Rive asset preview

    • chore: pen tool adheres to snap-to-pixel option

    • fix: VM trigger only fires once in script hosted artboard

    • fix(editor): Auto Trace fields snap back on typed or dragged edits

    • chore: Capture intended values with scrollIndex and scrollPercent

    • fix(editor): revert bound values when preview values is toggled

    • fix(editor): Agent fixes for path tool and pasting text in web

    • fix(editor): make scripting vm ref counted on artboards

    • fix(editor): Cmd+D only duplicates stage items

    • fix: core abandon rejected changesets

    • fix(web): focus bounds binding takes WasmPtr, embind cannot bind void*

    • fix(runtime): Only apply the originating direction of a bidirectional bind

    • refactor(unreal): small improvements

    • fix(Android): Add dirtying to VMI triggers

    • Fix(recorder): Use RAII for recorder extractors so initialization failures close progress pipe descriptors

    • Fix(recorder): unpremultiple rgb values if translucent

    • fix(scripting): decode lua colors as unsigned integers

    • fix(editor): add a tooltip to the shape Length property

    • fix(editor and runtime): arboard selection and state machine selection

    • fix(editor): more left padding for tab bar on macOS

    • Fix(peon_worker): Remove prefetch buffer on serve worker

    • Fix(recorder): Pass initialFrameNumber when creating frame synchronizer

    • fix(editor): double-click drill-down and path selection fixes

    • fix(unreal): Unreal layout alignment fix and other small things

    • fix(editor): snap created components to pixel

    • fix(peon_worker): Handle vulkan initialization errors in gpu recorder