2639 Commits

Author SHA1 Message Date
bodymovin
0168f7860c chore: process listeners in specified order (#11487) 3253c0beae
* chore: process listeners in specified order

* resolve sorting on export

Co-authored-by: hernan <hernan@rive.app>
2026-01-18 04:23:03 +00:00
aliasbinman
decf2d683d Add microprofile support (#11403) c83919a247
* Initial commit

* Update macros

* Add GPU Markers

* Fix builds without microprofile

* minor updates

* clang format

* Update profiler.cpp

* clang format

* Name Main Thread

* Update profiler_macros.h

* Fix end flip

* Update fiddle_context_gl.cpp

* clang format

* Update rive_build_config.lua

* Update rive_build_config.lua

* forked microprofile so I can use a tag

* Update render_context_d3d_impl.cpp

* clang

Co-authored-by: John White <aliasbinman@gmail.com>
2026-01-16 18:31:42 +00:00
csmartdalton
9617565e7c fix(gl): Get running on Adreno 308 (#11467) 28e95e51e7
Adreno 308 had a few issues:

  * Crash from drawing too many instances, which we work around by
    breaking them up with glFlush.

  * Compiler failure from the compiler declaring a 3.1 bulitin in ESSL
    3.0, which we work around with a #define.

  * The advertised max texture size is 8192, but textures larger than
    2048 seem to not work with EXT_multisampled_render_to_texture.
    Either way, we shouldn't have any gms larger than 2048 since that's
    the bare minimum per the spec. Shrink the larger gms down to 2048.

Rive had an issue as well:

  * With EXT_multisampled_render_to_texture but not
    KHR_blend_equation_advanced, we were trying to use the same texture
    for both msaa and the dstRead. Separate these into their own
    textures.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2026-01-16 06:19:00 +00:00
philter
155a726a9b chore: Pass Lua VM from editor when decoding runtime File (#11458) f57124001d
The C++ runtime requires a ScriptingVM and lua_State to run scripts. Previously when a runtime File was built, we would always instance a ScriptingVM and lua_State. At runtime, this is required, however, when building the runtime in the editor, this resulted in additional objects being created that weren't needed. This PR passes the lua_State into File::import so that the file will only create the ScriptingVM once and either use the passed in lua_State or instance a new one if none is passed.

Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-15 20:22:41 +00:00
bodymovin
6eaf71f485 feature: scripted listener actions (#11468) f3a89390cb
Co-authored-by: hernan <hernan@rive.app>
2026-01-15 19:53:42 +00:00
ErikUggeldahl
bfe1ebbcf2 feat(Android): Scripting support (#11438) 9112280455
Adds the build flags required to enable scripting. Adds two samples, one for legacy, one for Compose, using the Blinko example.

Also patches the command server to accept script assets and not crash for unrecognized assets.

Co-authored-by: Erik <erik@rive.app>
2026-01-13 15:54:39 +00:00
philter
a81117c359 Fix ScriptedDrawable save/restore (#11451) e7142dcfed
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-13 07:54:46 +00:00
luigi-rosso
768aacd78d No double deref luau (#11448) 62fcec60de
Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2026-01-13 07:13:04 +00:00
philter
46cd7a7406 Add opacity support to ScriptedDrawables (#11446) 9b416a02f6
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-13 05:12:27 +00:00
bodymovin
d920ee0efd fix(scripting): search first parent transform component to build scri… (#11443) 99ca3a30cc
fix(scripting): search first parent transform component to build script node

feature: modulate opacity (#11427) 128d9d61e0
* feature: modulate opacity

* fix: clang-format

* fix: rust renderer has a no-op modulateOpacity

* fix: no-op modulateOpacity for canvas android

* feature: modulate opacity on android canvas

* fix: rcp ref

* fix: missing override

* fix: gms

* fix: make flutter_renderer match cg one

* fix: josh pr feedback

* fix: remove CG transparency layer

* fix: save modulated gradient up-front

* fix: store only one gradient ref

* fix: remove specific constructor

* fix: use GradDataArray!

* fix: expose currentModulatedOpacity

* fix: cg_factory modulated opacity value

* fix: modulate negative opacity test

* fix: verify double modulate negative also clamps

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
Co-authored-by: hernan <hernan@rive.app>
2026-01-13 01:13:05 +00:00
bodymovin
c511795426 feature(scripting): add support for accessing view models and enum pr… (#11437) 620000211e
feature(scripting): add support for accessing view models and enum properties

Co-authored-by: hernan <hernan@rive.app>
2026-01-13 00:48:26 +00:00
bodymovin
b974d1f75a Nnnnn provide path node data (#11428) 67006966a5
chore: replace path effect signature to pass full node to scripting

Co-authored-by: hernan <hernan@rive.app>
2026-01-12 19:28:43 +00:00
philter
c5fdfdb3d7 Scripting namespaces (#11429) f810efd11a
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-12 17:55:36 +00:00
bodymovin
a45d0a411d feature: add support for data binding scripted artboard inputs (#11423) 48d14f1521
chore: do not track nested artboard count

Co-authored-by: hernan <hernan@rive.app>
2026-01-12 00:57:39 +00:00
luigi-rosso
d91d0b38a2 feature: configure scripting timeout & improve Data warnings (#11425) 8328e97639
* feature: configure timeout

* fix: check duplicate names of viewmodels/enums too

* feature: ui_strings for warning messages

* fix: check isNumber instead of isNil

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2026-01-10 17:37:08 +00:00
bodymovin
34a547a299 feature(scripting): instance linear animations (#11386) 722a1ae998
Co-authored-by: hernan <hernan@rive.app>
2026-01-10 14:39:38 +00:00
dskuza
ebf93d657d feat(scripting): build dummy luau vm if disabled (#11422) 393e19b4fa
Co-authored-by: David Skuza <david@rive.app>
2026-01-10 00:10:50 +00:00
philter
f213badda4 fix: Scroll with snapping max scroll target (#11419) ce274af56c
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-09 20:28:38 +00:00
bodymovin
f26de28d16 Nnnnn different fixes (#11415) 4b0ea7e631
* fix: invalidate effects when sorted

* improve scripted converters code

Co-authored-by: hernan <hernan@rive.app>
2026-01-09 19:38:21 +00:00
philter
c851859aa3 feat(scripting): forward declare luastate (#11418) a08d538dbf
Fixes an issue when building runtimes with scripting enabled where
certain headers may not be included

Co-authored-by: David Skuza <david@rive.app>
2026-01-09 18:55:55 +00:00
bodymovin
35eb312314 feature: pass view model instance to bindable artboard (#10815) 3734dc3ab9
Co-authored-by: hernan <hernan@rive.app>
2026-01-09 17:32:02 +00:00
bodymovin
3a5b5058ac Nnnnn fix memory lua issues (#11412) ba94f03ad0
* push scripted drawable to stack twice to ensure it is not destroyed before use
* code improvements

Co-authored-by: hernan <hernan@rive.app>
2026-01-09 07:54:52 +00:00
bodymovin
60ddaf6d36 fix: trigger change on solid color change (#11399) b5a73917b1
Co-authored-by: hernan <hernan@rive.app>
2026-01-08 01:18:55 +00:00
bodymovin
b24fc49c93 chore: advance scripting only if it is still active (#11394) 0488666fb0
* chore: advance scripting only if it is still active

Co-authored-by: hernan <hernan@rive.app>
2026-01-07 23:27:57 +00:00
csmartdalton
efd202ff5c chore: Move clockwiseAtomic shaders to the new system (#11388) 85c5519c6e
With clockwise mode, we introduced ".vert" and ".frag" files and started
sharing the main vertex shaders with multiple fragment shaders. This PR
is a cleanup that removes redundant code and moves the clockwiseAtomic
shaders to that same system. clockwiseAtomic shaders also work out paint
colors via varyings now instead of storage buffers, which seems better
but doesn't register a difference in performance.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2026-01-07 22:50:26 +00:00
csmartdalton
ff65727994 test: Add a 'paintType' option to player (#11371) 209e1b6d96
Allows us to turn off fills or strokes for testing.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2026-01-07 22:21:46 +00:00
philter
5b1100d31e fix(runtime): ScriptedArtboard origin fix (#11395) 88f2054b8a
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-07 21:29:24 +00:00
HayesGordon
be323ebe74 fix(runtime): additional null checks on audio play (#11281) a4e9d50469
* fix(runtime): additional null checks on audio play

* chore: add additional null check for safety

Co-authored-by: Gordon <pggordonhayes@gmail.com>
2026-01-07 20:00:23 +00:00
bodymovin
3f999b7edc fix(scripting): some crashed related to paths (#11378) c05b97d6d5
* fix(scripting): some crashed related to paths

Co-authored-by: hernan <hernan@rive.app>
2026-01-06 20:31:25 +00:00
philter
fafd66788a chore: Enable with_rive_scripting flag for wasm (#11329) 8e395d6bb0
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2026-01-06 19:06:14 +00:00
bodymovin
66c35233ff chore: complete groups path effects work (#11373) 8f9dae9f36
* fix effects sorting

* fix Feature values

* invalidate effects on update instead than when dirt is added to avoid multiple invalidations per frame

* fix key conflict

Co-authored-by: hernan <hernan@rive.app>
2026-01-03 00:49:09 +00:00
bodymovin
075782ff46 feature: add group effects support (#11359) df0db41a9c
Co-authored-by: hernan <hernan@rive.app>
2026-01-02 22:55:01 +00:00
bodymovin
15a922714f Nnnnn relative data bind all paths (#11346) 41d316c675
* StateMachineListener relative view model property path
* StateMachineFireTrigger relative view model property path
* ScriptInputViewModelProperty relative view model property path

Co-authored-by: hernan <hernan@rive.app>
2026-01-02 21:11:44 +00:00
luigi-rosso
c3ff521ac8 fix: lua error on in-flight path mutation (#11350) 56f08da6b1
* fix: lua error on in-flight path mutation

* fix: remove DrawOption

* fix: failing tests

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-12-23 23:43:07 +00:00
bodymovin
5a94a09dfb feature: add support for relative view model data bind paths for nested artboards (#11344) 923b32059d
feature: add support for relative view model data bind paths

Co-authored-by: hernan <hernan@rive.app>
2025-12-23 23:14:54 +00:00
bodymovin
a78f52bf82 fix: cast int as double when solo is bound to a number (#11332) 699b891b79
Co-authored-by: hernan <hernan@rive.app>
2025-12-21 20:50:08 +00:00
philter
180af1a7fc Library Scripts export fix (#11294) 978d565911
fix(editor): Properly remove all script core objects when deleted (#11324) a3e784a1f0
3 Fixes for Script asset deletion in this PR:

- Present a confirmation dialog if the script is being used by any scripted object on any artboard
- When script asset is deleted, make sure to clean up all of the associated core code file/line/points
- Also remove the LibraryCodeFile from the library cache. This fixes a bug where after deleting a library script, you couldn't add it back to the file again.

Co-authored-by: Philip Chung <philterdesign@gmail.com>
2025-12-19 21:40:35 +00:00
bodymovin
fd78cac7a6 fix: initialize did change as true (#11323) 9f2de92c4c
Co-authored-by: hernan <hernan@rive.app>
2025-12-19 20:17:08 +00:00
bodymovin
7a489bb15f feature: allow listeners to listen to any type of view model change (#11313) 4b7a5a8032
Co-authored-by: hernan <hernan@rive.app>
2025-12-19 18:31:47 +00:00
JoshJRive
d0129efa4f fix(vulkan): Fix "player" (#11314) 08c2e47d44
Testing window was restructured to allow the tests to destroy/recreate the device, but the render target was not being (re)created when the device was.

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-18 23:37:57 +00:00
damzobridge
4ef0187996 fix(unity): webgl harfbuzz conflict in unity 6.3 (#11309) 5e2ecca169
Co-authored-by: Adam <67035612+damzobridge@users.noreply.github.com>
2025-12-18 19:34:14 +00:00
bodymovin
dad43127a8 feature: support name based binding paths (#11007) a55da7f31f
* feature: support name based binding paths

Co-authored-by: hernan <hernan@rive.app>
2025-12-18 00:31:45 +00:00
philter
90e5c7d1b3 Update public key for verifying script signatures (#11301) db3368437f
Co-authored-by: Arthur Vivian <arthur@rive.app>
2025-12-17 23:24:55 +00:00
csmartdalton
8ac7190472 feat(vk): Avoid a copy for rasterOrdering non-input-attachment passes (#11298) e4ef1ece98
When the renderTarget doesn't support
VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT, we have to use an offscreen color
texture instead. Previously, we would copy this offscreen texture back
into the renderTarget after the render pass, which incurred a
substantial amount of memory bandwidth. This PR instead transfers the
offscreen texture to the renderTarget as part of the render pass, and
then discards the offscreen texture, saving a fullscreen copy on TBDR
architectures.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-17 22:26:11 +00:00
luigi-rosso
3805482c3c feature: bytecode header format (#11293) 68f1096d75
* feature: bytecode header format

* Reexport scripting test rivs

* Reexport one more riv

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
Co-authored-by: Phil Chung <philterdesign@gmail.com>
2025-12-17 20:42:24 +00:00
csmartdalton
0a978321ee fix(vk): Make the color ramp pass interruptible (#11270) ba953a142b
Color ramps are the final resource texture we need to make interruptible
for old Android GPUs that don't support complex render passes.

Also fix lots_of_tess_spans to look the same on MSAA and not.

Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
2025-12-16 21:52:24 +00:00
philter
c52a714032 Refactor Script registration (#11280) bc6f965d1f
Co-authored-by: Philip Chung <philterdesign@gmail.com>
2025-12-16 19:52:05 +00:00
luigi-rosso
fbd07113b2 chore: bump to luau 0.703 (#11285) 752595c590
* chore: bump to luau 0.703

* fix: error changed in linter

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
2025-12-16 18:35:16 +00:00
aliasbinman
f600a31b6e Add .frag and .vert to file list (#11289) 3bd6d37844
Update premake5_pls_renderer.lua

Co-authored-by: John White <aliasbinman@gmail.com>
2025-12-16 18:07:46 +00:00
JoshJRive
315c683b56 Remove Vulkan support for PowerVR devices below Vulkan 1.3 (#11284) f15e7dd47a
Due to issues with early PowerVR drivers, GL is recommended for these devices

Co-authored-by: Josh Jersild <joshua@rive.app>
2025-12-16 02:49:50 +00:00