Merge remote-tracking branch 'origin/3.7-beta' into 3.7-beta

This commit is contained in:
NathanSweet 2017-09-07 01:01:42 +02:00
commit 0a245895be
5 changed files with 8 additions and 6 deletions

View File

@ -36,6 +36,7 @@
* Removed `spBone_worldToLocalRotationX` and `spBone_worldToLocalRotationY`. Replaced by `spBone_worldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees).
* Replaced `r`, `g`, `b`, `a` fields with instances of new `spColor` struct in `spRegionAttachment`, `spMeshAttachment`, `spSkeleton`, `spSkeletonData`, `spSlot` and `spSlotData`.
* Removed `spVertexIndex`from public API.
* Listeners on `spAnimationState` or `spTrackEntry` will now be also called in case a track entry is disposed as part of dispoing the `spAnimationState`.
* **Additions**
* Added support for local and relative transform constraint calculation, including additional fields in `spTransformConstraintData`.
* Added `spPointAttachment`, additional method `spAtlasAttachmentLoadeR_newPointAttachment`.

View File

@ -45,4 +45,4 @@
#define SP_API SPINEPLUGIN_API
#endif
#endif /* SPINE_SHAREDLIB_H */
#endif /* SPINE_SHAREDLIB_H */

View File

@ -193,9 +193,13 @@ void _spAnimationState_disposeTrackEntries (spAnimationState* state, spTrackEntr
spTrackEntry* from = entry->mixingFrom;
while (from) {
spTrackEntry* nextFrom = from->mixingFrom;
if (entry->listener) entry->listener(state, SP_ANIMATION_DISPOSE, from, 0);
if (state->listener) state->listener(state, SP_ANIMATION_DISPOSE, from, 0);
_spAnimationState_disposeTrackEntry(from);
from = nextFrom;
}
if (entry->listener) entry->listener(state, SP_ANIMATION_DISPOSE, entry, 0);
if (state->listener) state->listener(state, SP_ANIMATION_DISPOSE, entry, 0);
_spAnimationState_disposeTrackEntry(entry);
entry = next;
}

View File

@ -11,9 +11,6 @@ UMySceneComponent::UMySceneComponent(const FObjectInitializer& ObjectInitializer
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
spColor_create();
}

View File

@ -265,7 +265,7 @@ namespace Spine.Unity {
bool hasSeparators = separatorCount > 0;
int clippingAttachmentSource = -1;
int lastPreActiveClipping = -1;
int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
SlotData clippingEndSlot = null;
int submeshIndex = 0;
var drawOrderItems = drawOrder.Items;
@ -327,7 +327,7 @@ namespace Spine.Unity {
}
if (noRender) {
if (current.forceSeparate && generateMeshOverride && current.rawVertexCount > 0) {
if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
{ // Add
current.endSlot = i;
current.preActiveClippingSlotSource = lastPreActiveClipping;