This release teaches StoryFlow about animated images. GIF, WebP and APNG files now import like any other image, show up everywhere an image can be picked and actually play in the editor's previews and in HTML exports, where the browser animates them natively. Game engines do not import these formats, so exporting a project that uses them warns you and lists the affected files. To go with them, the image viewer grew a proper player with play, pause and a scrubber, and it remembers each image's playback position, zoom and pan when you switch tabs. Zoom itself became honest: 100% now means actual pixel size, images open fitted to the pane and a hairline border marks the edges of transparent images. Color handling took a step forward too: every color picker carries its own alpha channel and the separate opacity fields have retired, with existing files converting automatically. Rounding it out, dialogue option buttons wrap long labels instead of clipping and Size to Content no longer collapses an embedded User Interface to nothing.
What's New
New Features
Animated Images: GIF, WebP and APNG: Drop them into the Content Browser like any other image. They show thumbnails and dimensions, can be picked anywhere an image can - dialogue backgrounds, character portraits, interface artwork - and they play everywhere the editor draws them: the UI Designer canvas, dialogue previews, Play and HTML exports, where the browser animates them natively. Game engines do not import these formats, so a JSON export that references them shows a warning listing the affected files; use PNG or JPEG for images that need to reach Unreal Engine, Unity or Godot
The Image Viewer Learned to Play: Opening an animated image now shows a player: play and pause, a scrubber that grows under the cursor for easy grabbing, a real time readout and the frame count with the total duration in the info line. Scrubbing pauses playback while you hold the slider and resumes when you let go. Each image remembers its own playback position, paused state, zoom and pan across tab switches, and switching between two open images is instant with no flicker of the wrong frame
Zoom That Means What It Says: The viewer’s zoom is now true pixel scale, like an image editor: 100% is one image pixel per screen pixel. Images open fitted to the pane with an honest percentage instead of always claiming 100%, Reset returns to that fitted view and the range runs from 5% to 1600% for pixel-level inspection. A hairline border marks the image’s edges so transparent images are no longer guesswork, and it stays one pixel thin at any zoom
Every Color Carries Its Own Transparency: Color pickers across the UI Editor gained an alpha channel, the way Unreal’s UMG handles color, and the separate opacity fields have retired. Everything they used to do now lives in the color itself, including in animations, where keyframes that animated an opacity now animate the color’s alpha. Existing files convert automatically the first time they open
Improvements
Example Project: The Character Image in the CharacterPortrait interface starts visible, so opening the example shows the portrait right away instead of a hidden element
Bug Fixes
Option Buttons Wrap Long Labels: A dialogue option with a long label used to clip to a single row. The button now grows with the wrapped text so the full choice stays readable
Size to Content No Longer Collapses Embedded Interfaces: Checking Size to Content on a placed User Interface element shrank its width or height to zero and the embed vanished. The checkboxes no longer appear for embeds, which have no natural size of their own to shrink to, and files saved in the collapsed state repair themselves on next open, springing back to their set size
