Rive Editor 0.8.5589
๐ Finder integration on macOS: .riv and .rev files get a document icon, and the space bar plays the animation in a Quick Look preview. Interactive state machines run in the preview: hover and click work, and the default view model is bound, so data driven graphics respond. Double-clicking a .riv opens a player window. Double-clicking a .rev asks which Workspace to use and uploads it to your Personal Files.
๐ Search in the Animations panel: click the magnifier in the panel header to filter timelines and state machines, as in the Hierarchy, Data, and Assets panels, as requested here.
๐ฏ Keyframes are easier to click: the click target is one size at every zoom instead of half the key's width, and clicking between two keys selects the nearer one, as reported here.
๐ฑ๏ธ Hidden solo contents stop intercepting the pointer: with Inactive Solos off, objects inside an inactive solo were invisible but still hoverable, marquee selectable, and snappable. Bones showed it first, since nothing else culls them, as reported here.
โก๏ธ Drag the arrow to set the default artboard: an arrow on the stage marks the file's default artboard. Drag it onto another artboard to make that one the default. It snaps to the artboard's top left corner on drop.
๐งท Assign a view model from the stage: the active artboard's header has a View Model button. Click it for the file's view models with the assigned one checked. Pick one to assign it, or pick the assigned one to clear it.
โฉ๏ธ One undo to create an animation, state machine, or folder: creating one took two undos, since selecting the new item was journaled on its own.
โ๏ธ Shapes clipped by a hidden clip source render again: a shape clipped by a hidden source went blank in the editor while the runtime clipped it correctly.
๐งฉ Text and shapes inside a Solo size to their layout again: a Text or Shape in a Solo inside a layout fell back to its authored size instead of the layout's.
๐ Lists in a group position their items the same as at runtime: an artboard list inside a group placed items from layout slots in the editor and free-form at runtime, so items rendered offset in files with no layout at all.
๐๏ธ A failed SVG import cleans up after itself: importing an unreadable file left hundreds of objects behind, including a stray artboard, and showed an internal error instead of saying the file could not be read. The import now rolls back what it added.
๐จ Icon fixes: icons with inside or outside aligned strokes rendered blank, mirrored icons lost their drop shadows and white casings, bare vector artboards clipped their own stroke caps, and open stroke details like the pen nib slit were hidden behind fills.
๐ท๏ธ The artboard header is now made in Rive: the title bar above each artboard is a Rive graphic, not editor UI, and renaming uses Rive's upcoming Text Input feature, with copy, cut, and paste in the field. We are rebuilding the Rive Editor in Rive, so your tools run on the runtime we ship.
๐ Crash fixes: hovering a data binding popup field then switching tabs, collapsing the inspector, or changing selection; and pointer events reaching the Assets panel tree, animations header, keyframe right-click menu, or timeline after the panel closed.
MCP / AI Agent
๐ Create data converters: the agent can create and reuse converters, including groups and formulas, and attach one while making a bind. A bind needing a transform, such as driving a text run from a number, takes one call.
๐ข List index properties: the agent can add a list index property to a view model and write the clicked item's index into a number property, so per item list behavior can be built end to end, as requested here.
๐งฌ View model typed properties resolve against the whole file: naming an existing view model skipped the property and still reported success. References resolve by id, then names in the request, then file wide, and an ambiguous name asks for an id, as reported here.
๐ฆ Create groups: a group tool wraps selected objects like Cmd+G, or creates an empty group. Before, the only way was duplicating a group, as requested here.
โถ๏ธ Play a state machine and read the trace: the agent can run a state machine and read the console trace: frames, states entered, transitions, inputs, and events, as requested here.
Early Access
๐ Editor in Spanish (wip): a Language picker in the in-file hamburger menu and the file browser account dropdown switches the editor UI live, with no reload. Untranslated text falls back to English. Very early, feedback welcome!
Runtime
๐ง Swapping a data bound artboard keeps Semantics (Accessibility) valid: with Semantics on, swapping the artboard in a bindable slot left a stale pointer, and the next semantic pass read freed memory. The semantic and focus trees are rebuilt and re-registered on swap.
๐งฎ Lists cost less memory: a state machine instance drops from 1,080 to 368 bytes and an artboard instance from 1,400 to 1,264, since focus, Semantics, gamepad, scripting, and event data allocate once used. A 1,000 row list paid about 2.5 MB in headers before any content existed. State machine memory is down 34% across test files.
๐ Smaller layout objects: LayoutComponent drops from about 1,136 to 872 bytes per instance. Paint and clip render paths allocate once a layout paints, so container layouts skip them.
Renderer and Performance
๐๏ธ Ubershaders for dynamic state draw types: the permutation pass skipped the dynamic state draw types, so no ubershader existed for them and drawing could stall while a shader compiled. Backends without dynamic state skip the precompile.