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Releases: defold/extension-rive

Disable multi threading due to rendering issue

13 Apr 14:36

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Disabled the threading support as it was using the graphics context on the non-render thread.

Versions:

  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

Updated extension to better handle sanitization of old properties

09 Apr 13:52

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Also makes it work with the editor tests

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  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

Another headless test fix

08 Apr 12:36

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When running editor tests on headless CI we can now still load .riv files

Versions:

  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

Use a headless fallback if no suitable graphics driver is available

02 Apr 12:19
7707057

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When running editor tests on headless CI we can now still load .riv files

Versions:

  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

New data binding api

01 Apr 14:20
356dbf4

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Fixes:

  • We now use the official Rive data binding api

Versions:

  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

⚠️ Breaking Change!!! ⚠️

⚠️ This is a complete overhaul of the Lua bindings. See the rive.script_api file, or use the editor code completions to read more.

The editor rendering of the Rive scenes is now also updated.

  • Docs are generated (as there are no official docs to read from)
  • rive.* functions work on the Defold components, to get or set e.g. the default file, artboard, statemachine, and viewmodel
  • rive.cmd.* functions are a 1:1 mapping to the rive api in command_queue.hpp.
  • It's possible to register global listener callbacks for the different handle types, and also properties
  • The api is asynchronous, and as such there are no true "getters". Use the listeners
    • If you set a property, it's cached, and you can get it synchronously
  • Linux backend now uses Vulkan (as the Rive OpenGL backend is broken on Linux).

⚠️ Removed or disabled functionalities, related to the support of Rive's official command queue api.
In terms of function parity, we model our extension after the functionality of the Rive Unreal plugin.

  • There is no way to attach a game object to a Rive bone in e.g. a character
  • Playing individual animations is not supported anymore.
    • No events are received from animation finished or animation looping
  • Each rive file needs to have at least one state machine

Updated for defold 1.12.2+

03 Feb 08:30
8746bd3

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The extension has been updated to work with Defold 1.12.2+

Fixes:

  • We now use the new dmSDK API for property options

Versions:

  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

ASTC support + font fallbacks

26 Jan 09:32
c564571

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Merged features & bug fixes from previous 9.x releases

New api:

  • rive.set_font_fallback_path(path)
  • rive.set_font_fallback_memory(payload)
  • rive.clear_font_fallback()

Fixes:

  • Memory leak fix for images set using databind api
  • Added ASTC support for WebGpu

Versions:

  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

Update Defold min version to 1.12.1

26 Jan 09:20

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Due to some mishap, the 9.xbranch was based on Defold 1.12.1 functionality but wasn't tagged/released accordingly.
This is the first step towards correcting that. Next release for Defold 1.12.1 will be in the 10.x range

  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

Memory leak fix for images set using databind api

24 Jan 13:59
0a6081d

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  • rive runtime 3a5b5058aca009b823154ed7f92c11d599c00ae3

Memory leak fix for images set using databind api

24 Jan 14:10

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Versions:

  • rive runtime e54883d9099f87ed6d87c678793fd619b5594e2c