Rive Editor 0.8.5761

  • 🔗 Constraints in the Hierarchy: constraints now show as rows nested under the component they constrain, so you can see at a glance what's constrained and select a constraint from the Hierarchy. Selecting a constraint row shows its full options in the Inspector.

  • 🎯 Target For: selecting anything that other objects point at now lists them in a Target For section of the Inspector, after Constraints: constraints, clipping, draw order rules, listeners, joysticks, bone weights, text modifiers, and transition conditions. Click one to select it on the stage, or open the state machine for a listener or condition. In the Hierarchy, a reticle glyph marks rows that are a target.

  • ✂️ Simplify paths: Edit Vertices gets a Simplify flyout that removes vertices while keeping the outline within a tolerance. With no vertices selected it simplifies the whole path (or every path you're editing); with a selection it simplifies only those vertices. The stage previews the result while the flyout is open. Surviving vertices keep their keys and weights.

  • 👁️ Select Only and per-kind visibility: Viewport Options gains one row per kind of stage object (Bones, Targets, Stage Controls, Layouts, Shapes & Images), each with a Select Only toggle and an eyeball. Select Only limits stage selection to the chosen kinds, so you can grab a bone inside a group without hitting the artwork. The new Shapes & Images eyeball hides the artwork itself, leaving just the rig.

  • 🔒 Lock Work Area: right-click the timeline and choose Lock Work Area so its handles can't be grabbed by accident, as requested here.

  • ✏️ New items are ready to rename: create a view model, property, converter, enum, timeline, state machine, layer, input, listener, folder, or view model instance and its name is already selected, ready to type over. Drawing an artboard opens its title on the stage, as requested here.

  • 🎨 Color your bones and targets: bones get a Style row with a color swatch under Rotation, and groups and targets get a swatch beside their existing Style dropdown, so you can color-code a rig on the stage, as requested here.

  • 📍 New shapes land next to your selection: the shape tools and Pen place the new object directly above the top-most selected item, at its depth, instead of at the top of the artboard. Select a group and the new shape goes inside it. Cmd+G with nothing selected creates an empty group, ready to draw into.

  • 🔄 Rotate the stage view: groundwork for the upcoming freehand brush tools, where turning the canvas matters as much as it does on paper. Twist with two fingers on the trackpad to rotate the whole view; pinch still zooms. The zoom button shows the angle once rotated, and its menu gains a Rotation field (drag to scrub, Cmd for 0.1 degree steps, click to type) plus Reset Rotation (Shift+Cmd+0). Zoom to Fit (F) also straightens the view. Hold Shift while twisting to snap to 45 degree steps, and use the lock icon in the Rotation field to keep the view from turning by accident. On Windows and the web, use the Rotation field.

  • ⚡ GPU Canvas is on for everyone: out of Early Access and available in the production editor, and GPU Canvas content now plays on editor share links and in the Marketplace. See the announcement.

  • 🔀 Change Source and Change Target on transitions: right-click a transition in a state machine to repoint either end without redrawing it, as requested here.

  • 🧩 Fits to layout parent on Components: Components placed in a Solo inside a layout can now respect their fit and alignment settings. New Components do this by default; existing files keep their current look, and a Fits to layout parent toggle in the Inspector switches between the two.

  • ⌨️ Windows shortcuts no longer die until restart: locking the screen with Win+L, or losing focus for a while, could leave the editor believing a modifier key was still held, so Ctrl+wheel zoom, Delete, Backspace, and copy or select all stopped working, as reported here and here.

  • 🎬 Cloud Renderer: exports render GPU Canvas content, and MP4 colors match what you see in the editor.

  • 🔑 Unkey fill and stroke colors from the Inspector: clicking the key button on a keyed color re-keyed it instead of removing the keyframe.

  • 📜 Opening a file no longer keys scroll constraints: opening a file with a scroll constraint while a timeline was active could add a stray scroll offset keyframe.

  • 📁 Assets panel fixes: sorting by Source no longer shows one Images or Fonts section per asset, Guide Components appear when sorting by Source or Type, and creating a folder in the file browser scrolls to it with the rename field open.

  • 🌐 Web editor: the notification icon could get stuck stretched across the bottom of the stage after using Edit Vertices.

AI Agent / MCP

  • 📸 Artboard snapshots: the agent can capture an image of an artboard to check its own work. Captures include Components, and the agent is told when something couldn't be drawn.

Scripting

  • 🖼️ Nested GPU Canvas passes: drawing a child artboard that has its own draw scripts from a parent's draw script no longer fails with "endFrame() before returning", as reported here.

Runtime

  • 👆 Zero-scale artboards don't take pointer events: an artboard scaled to exactly 0 drew nothing but its contents were still clickable.

  • 📏 Older files keep their text sizing: a recent fix that made layout-controlled text match its layout slot also changed how existing files rendered, so an overflow setting that had always been inert could suddenly truncate text. Files exported before the change keep their original behavior.

  • 🛡️ Safer layout animation: a layout whose easing curve failed to load now reliably falls back to linear.

  • 🔎 View model instance lookups report results: looking up the main or a global view model instance on a state machine now reports success and failure through the state machine listener.

  • 📉 Smaller animation instances: animation and state machine layer instances use less memory, which adds up in lists that build one state machine per row.

Renderer and Performance

  • 🖌️ Image paints fully supported: stroked and feathered paths with image paints now render in every renderer mode, completing image paint support in the Rive Renderer.