2.0.2
Rivet 2.0.2
Oct 22, 2026, 6:34 PM UTC
๐ง Rivet 2.0.2: stays signed in
๐ง Fixes
- Stays signed in: Rivet asked you to sign in with Discord every time it started. It now remembers your sign-in again (your current one is picked up, no need to sign in after updating)
- Autosaves show their model's name on the home screen again
- Saved materials (.rivetmat) load again in the Material Browser
2.0.1
Rivet 2.0.1
Oct 22, 2026, 6:22 PM UTC
๐พ Rivet 2.0.1: lighter autosaves
๐พ Autosave
- Three autosaves, reused: Rivet now keeps just three autosave files and writes each new autosave over the oldest one, instead of a new file for every save of every model. Autosaves never take more room than three models
- Safer: each autosave is written aside first, so one that fails never costs the autosave that was there
- Cleans up the old ones: the first time 2.0.1 starts, it keeps your three newest autosaves and removes the rest
- The home screen still shows which model each autosave is
2.0.0
Rivet 2.0.0
Oct 22, 2026, 5:58 PM UTC
๐ Rivet 2.0: sign in with Discord
๐ Sign in with Discord
- Rivet now opens for members of the Rivet Discord. The first time you start it, click Sign in with Discord: your browser opens Discord, you click Authorize, and you're straight back in Rivet
- Your role decides what you get: Beta Tester opens Rivet, Owner has everything
- Stays signed in: Rivet remembers you (kept encrypted on your PC) and checks your role every time it starts. When Discord's sign-in runs out (about a week), it signs you back in on its own
- Works offline: if Discord can't be reached, Rivet carries on with your last checked role for up to 7 days
- No role yet? Rivet shows who you're signed in as, with Join the Rivet Discord, Try again once you have the role, or Use another account
๐ค Your profile
- A profile button with your Discord picture and name, at the top right and at the bottom of the home screen
- Shows your role and what it can use, a tick for each part of Rivet
- Sign out from there (or Help > Sign out of Discord)
1.9.0
Rivet 1.9.0
Oct 22, 2026, 2:14 PM UTC
๐ Rivet 1.9: Simple Rivet & EUP Creator
๐ Simple Rivet (new)
- A beginner's Rivet for making FiveM cars, from the home screen's Simple Rivet button. The normal Rivet isn't changed
- Add extras from the Parts Library (light bars, push bars, spoilers, roof racks) or your own models, then drag them onto the car: they slide along the body
- Move, turn and resize each extra, pick its extra number, or keep it always on
- Bulletproof glass, tyres that can't be shot flat, and armour, in one place
- Paint, livery, check and FiveM export in plain words, with Fix it for me where Rivet can
๐ฎ EUP Creator (new)
- Make your own uniforms from the game's clothing, from the home screen's EUP Creator button
- Recolour any item (hue, saturation, brightness, tint), use your own image, or add logos, badges and text where you click
- Several textures per item, each a variation in game
- Exports add-on clothing for the freemode peds: your items come after the game's own, and a README lists their numbers in game
- Save and reopen your pack as a
.rivetpack file
1.8.0
Rivet 1.8.0
Oct 22, 2026, 12:31 PM UTC
๐ง Rivet 1.8: Ped Creator, customized
๐ Faster, no more crashes
- No more crashing while browsing peds and clothing: Rivet no longer keeps every texture it has shown in memory
- Opens in seconds (about 7 to 11 instead of up to 26), and the window never freezes while it loads
๐จ Look: dye it or use your own picture
- Every clothing slot has a Look button: dye an item any colour (its folds and shading stay), fine-tune hue, saturation and brightness, or put your own picture on it (logos, designs)
- Shows on the ped straight away, and is baked into the exported textures
๐ Body size (experimental)
- Make the whole ped 80% to 120% of its size; the skeleton and every clothing item are scaled on export
๐ Easier picking
- Each slot shows the item's picture (click it to browse), previous / next arrows to step through, and a colour swatch for each texture
- (every ped) in the browser shows every ped's items for a slot at once
- Favourites: star items (Ctrl+S) and filter to them; remembered between sessions
๐ง Fixes
- Saving a model as .z3d keeps the Default Material's shader
1.7.1
Rivet 1.7.1
Oct 22, 2026, 2:55 AM UTC
๐บ๏ธ Rivet 1.7.1: ZModeler's UV mapping
๐บ๏ธ UV Mapper, in a view
- The UV Mapper is a view now, as in ZModeler: pick it from any view's menu or press Ctrl+U. Material... / Objects... / Background / Mesh along the bottom
- Keeps what you're working on: parts stay in it when you deselect them; switch the view away and back to start clean
- Opens on your livery: the body paint with its texture behind it, and only what's mapped to that texture, not every UV of the car on top of each other
- Fast on a whole car: 270,000 triangles draw in about a third of a second (it used to freeze)
- Points / Polygons / Islands picking (double-click picks an island), and a box round the selection to move, scale and turn it
- Polygons with no UVs no longer catch every click
๐งญ Edit UV Mapping, option for option
- ZModeler's window: channel 1 or 2, Keep old mapping / Generate New, Continuous mesh surface, Compact fragments, Ignore hidden geometry, From world XYZ, From viewport XY, Copy from channel, Unwrap with pinned points, and Force mapping onto material. OK opens the UV Mapper on what you mapped
- Each side reads the right way round: the left side mapped while looking from the right is mapped as the left sees it
- Everything at the car's scale, dropped into the free space of the texture square, so batches mapped one at a time sit side by side instead of on top of each other or miles away
- Remap only what's new: Generate New on a material you've already mapped leaves those parts, and your tweaks, alone
- Mapping some polygons no longer drags their neighbours' UVs with them
1.7.0
Rivet 1.7.0
Oct 22, 2026, 2:46 AM UTC
๐บ๏ธ Rivet 1.7: ZModeler's UV mapping
๐บ๏ธ UV Mapper, in a view
- The UV Mapper is a view now, as in ZModeler: pick it from any view's menu or press Ctrl+U. Material... / Objects... / Background / Mesh along the bottom
- Keeps what you're working on: parts stay in it when you deselect them; switch the view away and back to start clean
- Opens on your livery: the body paint with its texture behind it, and only what's mapped to that texture, not every UV of the car on top of each other
- Fast on a whole car: 270,000 triangles draw in about a third of a second (it used to freeze)
- Points / Polygons / Islands picking (double-click picks an island), and a box round the selection to move, scale and turn it
- Polygons with no UVs no longer catch every click
๐งญ Edit UV Mapping, option for option
- ZModeler's window: channel 1 or 2, Keep old mapping / Generate New, Continuous mesh surface, Compact fragments, Ignore hidden geometry, From world XYZ, From viewport XY, Copy from channel, Unwrap with pinned points, and Force mapping onto material. OK opens the UV Mapper on what you mapped
- Each side reads the right way round: the left side mapped while looking from the right is mapped as the left sees it
- Everything at the car's scale, dropped into the free space of the texture square, so batches mapped one at a time sit side by side instead of on top of each other or miles away
- Remap only what's new: Generate New on a material you've already mapped leaves those parts, and your tweaks, alone
- Mapping some polygons no longer drags their neighbours' UVs with them
1.6.0
Rivet 1.6.0
Oct 21, 2026, 6:43 PM UTC
๐ Rivet 1.6: Poly crunch & guides
โ๏ธ Poly crunch
- New tool (Vehicle menu, tool shelf, Vehicle tab): make the model lighter in place, on the level you're looking at
- Weld nearby vertices: closes hairline cracks and drops the sliver triangles that fold flat. Texture seams stay apart, so nothing smears
- Reduce: keep a share of the triangles, with the LOD tool's reduction (UV seams and material borders kept)
- Live preview of triangles and vertices before and after; one undo step
๐ฉน Fill holes fixed
- Patches match the panel: about as dense as the surface round them, instead of hundreds of tiny triangles in a small hole
- No more fans round the hole: the panel's edge is only split where it really needs it
- Shades like the panel: normals blend in from the edge, so the patch's outline doesn't show
- Patches face the same way as the panel they fill
๐จ Livery Mapper, simpler
- Panels are named after the car's parts (Bonnet, Front door (driver) ...), paintwork first
- Three numbered steps: pick the panels, check the layout (optional), Map livery
- Plain labels with tips for the sheet size and livery texture name, and a How to... button (F1)
๐ Guides
- Help > Guides (F1): step-by-step guides to every main feature: getting started, editing, scene nodes, materials, UVs, the Livery Mapper, repairs, vehicle tools, exporting and the Ped Creator
1.5.0
Rivet 1.5.0
Oct 21, 2026, 5:46 PM UTC
๐จ Rivet 1.5: materials & UV tools
๐จ Materials (from Leo)
- Material Properties: double-click a material for ZModeler's layout: colours and levels, alpha, blend and depth, every shader option (add, delete, copy, paste) and each texture layer. Every change is one undo step
- Material groups: gather materials under your own names, dismiss a group or delete it with its materials
- Load / Save materials: keep materials in a
.rivetmat file (textures included), or take them from another model
- Paint tags: paint materials carry their level in the name, as ZModeler does (
[PAINT:1], [PAINT:3] ...), and follow shader changes
- Vertical tiles: the browser can list materials one under another, with their details beside them
๐บ๏ธ UV tools (from Leo)
- Easy adjust: a box round the selected UVs: drag to scale, move or rotate
- Pin and Commit: pin UVs, then relax each island round its pins in place
- Rescale (even texel density), Stitch seams, and Copy from channel (UV 1 โ UV 2), also on the right-click menu
- Render UV: save the layout as a PNG up to 8192 px, over a texture or a plain background, as a wire atlas or baked ambient occlusion
๐ Files (from Leo)
- Rivet's own file browser: type or paste any path, back / up, find, your folders down the side, and models as thumbnails
- Save As .z3d (Ctrl+Shift+S) for any open model; Save then writes to the same file
๐จ Sirens & export (from Leo)
1.4.1
Rivet 1.4.1
Oct 21, 2026, 4:39 PM UTC
๐ Rivet 1.4.1: merged parts linked under chassis
๐ Merging
- Link under chassis after a merge: when a merge (File > Merge or the Vehicle Library) puts parts beside the car, Rivet offers to link them under the chassis, keeping where they are. Groups the merge leaves empty go, and Undo takes it all back
- Export check: parts that aren't under the chassis show up with a one-click Link under chassis fix, so the hierarchy shows what the game gets
๐ง Fixes
- The export and the check use the same rule, so what the check lists is exactly what the export splits off as separate parts
- Physics masses from a part's User-Defined Mass option (on the part or its [COL]) win over the donor's
1.4.0
Rivet 1.4.0
Oct 21, 2026, 7:08 AM UTC
๐บ๏ธ Rivet 1.4: UV Mapper & material browser
๐บ๏ธ UV Mapper
- ZModeler's UV Mapper: planar, box, cylindrical, spherical, face map or unwrap, with axis, fit (fill, stretch or real size in metres), tiling, offset, rotation and flips. It previews on the model as you change it; Cancel puts the UVs back
- Right-click mapping: a UV Mapping menu in the viewport and in the UV editor for quick projections, flips, turns, fit and pack
- Face map: every polygon fills the square on its own (quads stay whole)
๐จ Material browser
- Reorder materials: drop a tile between two others, or use Move up / Move down (Ctrl+arrows). Each tile shows its place in the list (the export order)
- Drag past the edge: the browser and the Materials list scroll while you drag, so you can reach materials out of view
- Cleaner look: flat cards, sort by name, shader or most used, and a hint in the search box
๐ง Fixes
- Merged parts stay separate: a part outside the chassis (like an extra_3 from a merged .z3d or the Vehicle Library) now exports as its own part instead of being welded onto the chassis
- Scene nodes no longer jump to the top when you select a part with mesh rows shown
- FiveM: modkit id 0 uses the game's default kit (
0_default_modkit)
1.3.0
Rivet 1.3.0
Oct 21, 2026, 5:27 AM UTC
๐จ Rivet 1.3: siren preview & saved views
๐จ Sirens
- Siren pattern preview. Plays your carcols setting: a row per siren (Siren 1 at the top) with its 32 beats, a playhead at the setting's BPM, a lamp for what's lit right now, speed, step and click-to-jump. Light up the model draws each siren in the views as the game shows it, bright when lit
- Every siren turns like it does in game. 1.2 only turned rotators; the game turns every siren to its direction (front, left, right, back), so rear and side lights now land where they belong when you bring them back to full size, and are stored the right way round when you prepare them
- Off-the-car check: Back to full size checks each siren against the body and leaves out (and flags) any that would land off the car
- Clearer list: sirens already prepared for the game say "scaled down" instead of "done?"
- Open the preview from the siren window, Vehicle > Siren preview or Edit > Siren pattern preview
๐งฐ Workspace
- Views remember their settings. Shaded, wireframe or shaded + wire, grid, pivots, tripod, textures, vertex colours and which view each one shows are kept for next time
- Every command has its own button again. Drop-downs are only where they hold options of one thing: selection method, shading, overlays, LOD, layout, UV mapping and Fill holes
1.2.0
Rivet 1.2.0
Oct 21, 2026, 3:38 AM UTC
๐ง Rivet 1.2.0: fully custom peds
๐ง Ped Creator
- Clothing from any ped: put a cop's shirt, a story character's shoes or a gang member's chain on any body. The browser's new From picker shows any ped's items
- Works in game: borrowed clothing is moved onto the body's skeleton on export, bone by bone, so it moves with the ped. Rivet warns you when two skeletons don't really match
- Change the body, keep the outfit: "Keep the outfit" in Base game peds swaps only the skeleton
- Wardrobe: give a slot several items (from any ped), each with one or all of its textures. They export as variations you can switch between in game
- Any slot can be left empty
๐ ๏ธ Modelling (from Leo)
- Edge loops: at edge level,
L selects the loop through the edge under the cursor, like Blender
- Tidier toolbars: related commands share one button with a drop-down arrow, on the workspace tabs and the tool shelf
- Pivot helper in each view's header: show the custom pivot, reset it, place it under the cursor or centre it on the selection
- Scale in Properties for several parts at once, each about its own pivot
๐จ Sirens (from Leo)
- Sirens from carcols sizes lights about their own axes, as ZModeler does, and only turns rotators (spinning beacons)
- Select all / none, your own scale factor, and a GTA V default setting for models without a carcols.meta
- Safer: Apply lists every light's size before and after, and flags any that would end up far too big or too small
1.1.0
Rivet 1.1.0
Oct 21, 2026, 12:52 AM UTC
๐ง Rivet 1.1.0: the Ped Creator
๐ง New: Ped Creator
- Opens from the home page in a window of its own
- Every base-game ped: online freemode, story, ambient, service, gang, cutscene and animals, over 1,100 of them, read straight from your game
- Pick by picture: "Base game peds" shows every ped as a preview tile, like the Parts Library
- Dress them up: every slot (head, hair, tops, legs, shoes, chains, masks, armour, decals ...) and every texture, from the base game and every DLC pack
- Props too: hats, glasses, earrings, watches and bracelets
- Clothing by picture: the "..." beside any slot shows each item as a tile
- Live 3D preview of the ped as you change it
๐ฆ Export for FiveM
- One click to a FiveM resource: an add-on ped with its own model name, ready to drop into your server's resources and
ensure
- Only what it wears: the resource holds just the chosen clothes and props, named as the game expects
- Save outfits as
.rivetped files and open them again later
๐ ๏ธ Fixes
- Hair and cut-out textures draw properly in the 3D view
1.0.7
Rivet 1.0.7
Oct 20, 2026, 11:48 PM UTC
๐ง Rivet 1.0.7: surface snap & Shift+D
๐ฏ Move tool
- On surface sits parts on the body. Drag a part over the car and it turns with the curve and lands touching it: never floating, never sunk in. Works from any starting spot, even with the part's pivot far away
- It stays on the surface it's on. Parts in front, the inside of the car and its far side can't pull it away; hidden parts don't count (collision only with COL on)
- Click to put it down. Starting a drag puts the part down touching the body first; a click on it without dragging just puts it down. A part away from the body drops straight down onto what's below
- It keeps its angle to the body, so a badge dragged from the roof onto the back bumper ends up facing backwards
- Smooth on big models: about 1โ2 ms per mouse move
โจ New
- Shift+D duplicates and grabs, like Blender: the copy follows the mouse until you click to put it down. Right click or Esc leaves it on top of the original. Select none stays on Ctrl+D
- Part names on hover. The part under the mouse shows its name in a small tag next to the cursor
๐ ๏ธ Fixes
- Collision is always named
part [COL]. Generate collision used to make chassis_col; copies, detached pieces and per-polygon collision materials now keep the [COL] ending too
- Old
_col names are fixed when you open a .z3d
1.0.6
Rivet 1.0.6
Oct 20, 2026, 9:54 PM UTC
๐ง Rivet 1.0.6: collision & move fixes
๐ ๏ธ Fixes
- YFT collision lines up. Door, bonnet and boot collision no longer floats away from the car on import
- Collision is named like ZModeler's:
chassis [COL], door_pside_f [COL]
- Collision only shows with COL on. It stays hidden (and can't be clicked) until you turn on COL in the Structure tab, even if its boxes are ticked; turning COL on shows all of it
- Delete works from the Scene nodes tree. Highlight parts there and press Delete; no need to select them in the views first
๐ฏ Move tool
- Arrow keys nudge the selection: 1 cm, Shift 10 cm, Ctrl 1 mm
- Hold Shift while dragging to move freely, without snapping to other parts' edges
- New: On surface. Turn it on next to Selected (or right-click > Move along the surface), then drag a part over the body: it follows the surface and turns with it, from the roof onto the bumper
1.0.5
Rivet 1.0.5
Oct 20, 2026, 9:08 PM UTC
๐ง Rivet 1.0.5: fixes & performance
๐ ๏ธ Fixes
- YFT collision now imports. Opening a .yft brings its collision in as [COL] parts under their bones, like .z3d files already did. Collision you don't touch is exported exactly as it was
- Exports no longer make huge files. Uncompressed textures from .z3d scenes are now compressed on export (DXT1 / DXT5). One test car's .ytd went from 21 MB to 7.8 MB
- Pivots of hidden parts are hidden, including seat and light dummies under a hidden part
- Smaller show/hide boxes in the scene tree
โก Performance
- Big models open without freezing. A slow lookup made the wireframe views stall for seconds on large meshes; it's now about 30x faster
- Vertex editing is smooth again. The vertex dots are drawn by the graphics card, so frames are about 9x faster with lots of vertices selected
- Much less memory. Textures stay compressed in memory and on the graphics card: a big car went from 1 GB to about 420 MB, and models load faster
- Faster exports. The check after exporting no longer re-reads every texture
โจ Small extras
- The version number now shows above Settings on the home page
- Settings > Keybinds: change, clear or reset the editing shortcuts
1.0.4
Rivet 1.0.4
Oct 20, 2026, 7:21 PM UTC
๐ง Rivet 1.0.4
๐จ Livery Mapper
- Running the livery mapper from the Assistant now opens a Livery Mapper window
- Tick the body panels you want the livery on (Suggested / All / None)
- Arrange the UV sheet: drag charts to move them, drag a corner or scroll to resize, Rotate 90ยฐ and Flip
- Right-click a chart to take it off the sheet (Reset all brings it back)
- The panels you're mapping glow purple on the model, so you can see exactly what you're mapping
- Pick the sheet size and texture name, then hit Map livery (Ctrl+Z undoes it)
๐งพ Properties
- Edit several parts at once: shared values show, different ones are blank, and changes go to all of them in one undo
- A
# in the name numbers them in order (siren# โ siren1, siren2 โฆ)
- External State is a dropdown of collision materials, or the light ID for lights (Headlight L โฆ Reverse R)
- New GTA Options: bone tag, bone flags as tick boxes, Breakable glass, Dirt and Damage
- New User-Defined options, like ZModeler's (Mass, rotation limits, Stamina โฆ), read from and saved to .z3d and written into the .yft's physics on export
๐จ Sirens from carcols
- Modify > Sirens reads the carcols.meta next to the model (or drop one on the window)
- Puts each siren's pivot on its light, scales it for the game's scaleFactor and faces it the right way, all in one undo
- Back to full size for editing reverses it
- Rivet remembers the carcols.meta and siren setting for each model
1.0.2
Rivet 1.0.2
Oct 20, 2026, 9:56 AM UTC
Opens ZModeler scenes from more versions: older and newer vertex formats, empty faces and large n-gons (2020 FPIU and others that failed). Sets up Python and the Assistant scripts' packages on first start, so they work without installing Python yourself (Settings > General > Dependencies).
1.0.1
Rivet 1.0.1
Oct 20, 2026, 5:31 AM UTC
Fixed the Assistant's script commands (/glass, tint, LODs) in the release build. Quad R no longer leaves gaps in large polygon selections. The mouse wheel zooms into the point under the cursor. Moving parts snaps to other parts' edges, centres and pivots, with guide lines (Settings > Viewports).
1.0.0
Rivet 1.0.0
Oct 20, 2026, 3:26 AM UTC
No notes for this release.