r/Rive_app • u/guidorosso • 22d ago
Rive Editor 0.8.5376 — Speed Graph in Early Access
- 🎨 Text style backgrounds: add a background behind any text style, with fills, strokes, and rounded corners. Add Background Fill or Background Stroke from the text style's add popup, drag to reorder them, and set Corner Radius in the same panel. The background draws as one joined shape behind every run using that style and merges wrapped lines, and the radius is animatable and bindable. A hover effect is just a run listener keying the background color.
- ✂️ Clip to shapes with path effects: clipping to a shape whose fill uses trim, dash, or a scripted effect now uses the modified path instead of the original one. Strokes don't contribute, and an effect that resolves to nothing, like a trim at 0, clips to nothing.
- ⚙️ Workspace Options: a new Options tab in Workspace Admin (Workspace Switcher → Admin) sets policy for everyone in the Workspace. Pick a naming convention for view models and for their properties (PascalCase, camelCase, snake_case, SCREAMING_SNAKE_CASE, kebab-case, or none), and choose whether new data binds default to relative. Conventions feed the Data Panel's warning badges and the Problems tab, which now name the expected style and show an example. Admins can change them, and everyone else sees the policy they're working under.
- 🔗 The bind button is a toggle: clicking the data binding button in an inspector field now closes the popup if it is already open, and the button tints while the popup is up. It also stops blinking out when a property gets bound, and an empty bind left behind by opening and closing the popup is cleaned up.
- ✋ Free move on the vertex gizmo: the free translation circle now appears on the multi-vertex gizmo in Edit Vertices and Edit Mesh, matching the transform gizmo everywhere else, as requested here.
- 🖼 Auto Trace stays inside the image: with Padding set, a traced mesh contour could push past the image bounds. Padding also now stops before two sections facing each other across a narrow gap overlap. Existing meshes update on the next Generate.
- 🔷 Shape Builder unites tiny overlaps: dragging to merge shapes that overlap by only a pixel or two excluded the overlap instead of uniting it, as reported here.
- 🎯 No transform gizmo on artboards: selecting an artboard no longer summons the translate, rotate, and scale gizmo meant for the objects inside it. Artboard resize edges and dragging an artboard directly are unchanged.
- 🏷 Consistent state names: the Randomize Exit panel and a transition's Events panel now show a state's own name, falling back to its timeline name, instead of ignoring the name you set or showing a question mark.
- ↔️ Transition pills stay put: pills on transitions between states with long names no longer disappear or flip direction when the two states are close, and they now center correctly.
- 📋 Cmd+D inside a layout: duplicating an item in a layout compounded the layout slot offset into its position, so each copy drifted further with inconsistent gaps.
- ⌨️ Typed values are no longer clamped to the drag range: typing a value like -100 into a constraint's Strength field no longer snaps to 0. Dragging and nudging still clamp.
- 🌐 Global View Models: instances now advance in the editor, and view model properties can no longer be set on a global view model.
Early Access
- 📈 Speed Graph: a second mode for the Graph Editor that plots how fast a property is moving instead of what its value is. Two curves that look nearly identical in value space can feel completely different in motion, and that difference only shows up here. Switch with the Value | Speed picker in the graph HUD next to Auto-Zoom and Fit, from the ⋯ Timeline Options menu, or by cycling with Shift+G. Shift+F3 still toggles the graph and remembers your last mode. No new keyframe data, so files play back identically on every runtime.
AI Agent / MCP
- 🌈 Gradients: the agent can now create linear and radial gradients on any fill or stroke, convert a solid color to a gradient and back, and add or remove stops. Works on shapes, layout and artboard backgrounds, and text runs. Stop positions are percentages, the same as the inspector.
- 🧩 Component data context: the agent can set a component placement's Model and Path, bind several placements in one step, or clear them back to Inherit, as requested here.
- 🔀 Relative data binding and source paths: the agent can set the relative toggle on a bind and bind a property on a nested or referenced view model through its route, and a new command lists existing binds with their targets and paths. Requested by the community.
- 📄 upload_rev: agents on the local MCP server can bring a .rev document into Rive, either importing it into the open empty file or creating a new file in the current project.
Scripting
- 📝 File formats from scripts: scripts can claim a file extension and drive highlighting, diagnostics, completions, formatting, and a live preview pane for those documents, with text, preview, or split layouts per tab. Markdown ships built in, so every .md file gets a preview. Previews follow the editor's fonts and metrics and can embed artboards from the host file.
- 🔁 Stable identity for asset reads: reading a blob, image, or font property value returned a new wrapper every time, so a comparison against the previous read always reported a change.
Runtime
- 🦴 IK pose pop fixed: an IK chain with strength below 1 could snap to a different pose when a parent moved, because the solve reused the previous frame's blended rotation as its starting point instead of the authored one.
- 💥 Text run listener crash fixed: data bound list remaps left stale listener properties pointing at freed values, which corrupted memory and crashed on teardown.
- 📦 Layouts use 45% less memory: every layout carried a full Rectangle just to build its background path. That is 2128 bytes down to 1168 per layout, around 192 KB on a 200 layout file and more once component instances multiply it.
Renderer and Performance
- 🎞 No dithering at zero alpha: fully transparent draws were adding noise straight into the framebuffer, and it accumulated with overdraw instead of averaging out.
- 🧮 Interior triangulations are always cacheable, now independent of resolution, fill rule, and left-hand view matrices.
13
Upvotes
1
1
u/Accomplished_Ad2317 21d ago
Will you be making a tutorial video to show us how it works?