Rive Editor 0.8.5252

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
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