mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Merge remote-tracking branch 'origin/3.7-beta' into 3.7-beta
This commit is contained in:
commit
0a245895be
@ -36,6 +36,7 @@
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* Removed `spBone_worldToLocalRotationX` and `spBone_worldToLocalRotationY`. Replaced by `spBone_worldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees).
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* Removed `spBone_worldToLocalRotationX` and `spBone_worldToLocalRotationY`. Replaced by `spBone_worldToLocalRotation` (rotation given relative to x-axis, counter-clockwise, in degrees).
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* Replaced `r`, `g`, `b`, `a` fields with instances of new `spColor` struct in `spRegionAttachment`, `spMeshAttachment`, `spSkeleton`, `spSkeletonData`, `spSlot` and `spSlotData`.
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* Replaced `r`, `g`, `b`, `a` fields with instances of new `spColor` struct in `spRegionAttachment`, `spMeshAttachment`, `spSkeleton`, `spSkeletonData`, `spSlot` and `spSlotData`.
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* Removed `spVertexIndex`from public API.
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* Removed `spVertexIndex`from public API.
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* Listeners on `spAnimationState` or `spTrackEntry` will now be also called in case a track entry is disposed as part of dispoing the `spAnimationState`.
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* **Additions**
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* **Additions**
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* Added support for local and relative transform constraint calculation, including additional fields in `spTransformConstraintData`.
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* Added support for local and relative transform constraint calculation, including additional fields in `spTransformConstraintData`.
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* Added `spPointAttachment`, additional method `spAtlasAttachmentLoadeR_newPointAttachment`.
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* Added `spPointAttachment`, additional method `spAtlasAttachmentLoadeR_newPointAttachment`.
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@ -193,9 +193,13 @@ void _spAnimationState_disposeTrackEntries (spAnimationState* state, spTrackEntr
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spTrackEntry* from = entry->mixingFrom;
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spTrackEntry* from = entry->mixingFrom;
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while (from) {
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while (from) {
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spTrackEntry* nextFrom = from->mixingFrom;
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spTrackEntry* nextFrom = from->mixingFrom;
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if (entry->listener) entry->listener(state, SP_ANIMATION_DISPOSE, from, 0);
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if (state->listener) state->listener(state, SP_ANIMATION_DISPOSE, from, 0);
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_spAnimationState_disposeTrackEntry(from);
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_spAnimationState_disposeTrackEntry(from);
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from = nextFrom;
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from = nextFrom;
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}
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}
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if (entry->listener) entry->listener(state, SP_ANIMATION_DISPOSE, entry, 0);
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if (state->listener) state->listener(state, SP_ANIMATION_DISPOSE, entry, 0);
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_spAnimationState_disposeTrackEntry(entry);
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_spAnimationState_disposeTrackEntry(entry);
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entry = next;
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entry = next;
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}
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}
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@ -11,9 +11,6 @@ UMySceneComponent::UMySceneComponent(const FObjectInitializer& ObjectInitializer
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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spColor_create();
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}
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}
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@ -265,7 +265,7 @@ namespace Spine.Unity {
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bool hasSeparators = separatorCount > 0;
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bool hasSeparators = separatorCount > 0;
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int clippingAttachmentSource = -1;
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int clippingAttachmentSource = -1;
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int lastPreActiveClipping = -1;
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int lastPreActiveClipping = -1; // The index of the last slot that had an active ClippingAttachment.
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SlotData clippingEndSlot = null;
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SlotData clippingEndSlot = null;
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int submeshIndex = 0;
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int submeshIndex = 0;
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var drawOrderItems = drawOrder.Items;
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var drawOrderItems = drawOrder.Items;
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@ -327,7 +327,7 @@ namespace Spine.Unity {
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}
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}
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if (noRender) {
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if (noRender) {
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if (current.forceSeparate && generateMeshOverride && current.rawVertexCount > 0) {
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if (current.forceSeparate && generateMeshOverride) { // && current.rawVertexCount > 0) {
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{ // Add
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{ // Add
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current.endSlot = i;
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current.endSlot = i;
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current.preActiveClippingSlotSource = lastPreActiveClipping;
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current.preActiveClippingSlotSource = lastPreActiveClipping;
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