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More changes to CHANGELOG.
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@ -83,6 +83,7 @@
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* **Breaking change**: Switched from [spine-c](spine-c) to [spine-cpp](spine-cpp) as the underlying Spine runtime. See the [spine-cpp Runtime Guide](https://esotericsoftware.com/spine-cpp) for more information on spine-cpp.
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* All C structs and enums `spXXX` have been replaced with their C++ equivalents `spine::XXX` in all public interfaces.
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* All instantiations via `new` of C++ classes from spine-cpp should contain `(__FILE__, __LINE__)`. This allows the tracking of instantations and detection of memory leaks via the `spine::DebugExtension`.
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* Updated to Unreal Engine 4.20 (samples require 4.17+), see the `spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/SpinePlugin.build.cs` file on how to compile in 4.20 with the latest UBT API changes.
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## C# ##
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* **Breaking changes**
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@ -254,7 +255,6 @@
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* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
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* Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
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* spine-c is now exposed from the plugin shared library on Windows via __declspec.
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* Updated to Unreal Engine 4.18
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## C#
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* **Breaking changes**
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@ -8,9 +8,9 @@ namespace UnrealBuildTool.Rules
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{
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PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Public/spine-cpp/include" });
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PrivateIncludePaths.AddRange(new string[] { "SpinePlugin/Private", "SpinePlugin/Public/spine-cpp/include" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" });
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Definitions.Add("SPINE_UE4");
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// In Unreal 4.20, comment the above line, uncomment the below line
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// In Unreal 4.20+, comment the above line, uncomment the below line
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// PublicDefinitions.Add("SPINE_UE4");
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}
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}
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