Merge branch 'EsotericSoftware/3.6' into 3.6

This commit is contained in:
Stephen Gowen 2017-10-30 09:59:57 -04:00
commit 0e78d1d074
12 changed files with 12 additions and 122 deletions

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@ -85,6 +85,7 @@
* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
* Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
* spine-c is now exposed from the plugin shared library on Windows via __declspec.
* Updated to Unreal Engine 4.18
## C#
* **Breaking changes**

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@ -1 +0,0 @@
define("ace/theme/monokai",["require","exports","module","ace/lib/dom"],function(e,t,n){t.isDark=!0,t.cssClass="ace-monokai",t.cssText=".ace-monokai .ace_gutter {background: #2F3129;color: #8F908A}.ace-monokai .ace_print-margin {width: 1px;background: #555651}.ace-monokai {background-color: #272822;color: #F8F8F2}.ace-monokai .ace_cursor {color: #F8F8F0}.ace-monokai .ace_marker-layer .ace_selection {background: #49483E}.ace-monokai.ace_multiselect .ace_selection.ace_start {box-shadow: 0 0 3px 0px #272822;}.ace-monokai .ace_marker-layer .ace_step {background: rgb(102, 82, 0)}.ace-monokai .ace_marker-layer .ace_bracket {margin: -1px 0 0 -1px;border: 1px solid #49483E}.ace-monokai .ace_marker-layer .ace_active-line {background: #202020}.ace-monokai .ace_gutter-active-line {background-color: #272727}.ace-monokai .ace_marker-layer .ace_selected-word {border: 1px solid #49483E}.ace-monokai .ace_invisible {color: #52524d}.ace-monokai .ace_entity.ace_name.ace_tag,.ace-monokai .ace_keyword,.ace-monokai .ace_meta.ace_tag,.ace-monokai .ace_storage {color: #F92672}.ace-monokai .ace_punctuation,.ace-monokai .ace_punctuation.ace_tag {color: #fff}.ace-monokai .ace_constant.ace_character,.ace-monokai .ace_constant.ace_language,.ace-monokai .ace_constant.ace_numeric,.ace-monokai .ace_constant.ace_other {color: #AE81FF}.ace-monokai .ace_invalid {color: #F8F8F0;background-color: #F92672}.ace-monokai .ace_invalid.ace_deprecated {color: #F8F8F0;background-color: #AE81FF}.ace-monokai .ace_support.ace_constant,.ace-monokai .ace_support.ace_function {color: #66D9EF}.ace-monokai .ace_fold {background-color: #A6E22E;border-color: #F8F8F2}.ace-monokai .ace_storage.ace_type,.ace-monokai .ace_support.ace_class,.ace-monokai .ace_support.ace_type {font-style: italic;color: #66D9EF}.ace-monokai .ace_entity.ace_name.ace_function,.ace-monokai .ace_entity.ace_other,.ace-monokai .ace_entity.ace_other.ace_attribute-name,.ace-monokai .ace_variable {color: #A6E22E}.ace-monokai .ace_variable.ace_parameter {font-style: italic;color: #FD971F}.ace-monokai .ace_string {color: #E6DB74}.ace-monokai .ace_comment {color: #75715E}.ace-monokai .ace_indent-guide {background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAACCAYAAACZgbYnAAAAEklEQVQImWPQ0FD0ZXBzd/wPAAjVAoxeSgNeAAAAAElFTkSuQmCC) right repeat-y}";var r=e("../lib/dom");r.importCssString(t.cssText,t.cssClass)})

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@ -1,96 +0,0 @@
<html>
<script src="../../build/spine-webgl.js"></script>
<script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
<style>
/* Dead Simple Grid (c) 2015 Vladimir Agafonkin */
.row .row { margin: 0 -1.5em; }
.col { padding: 0 1.5em; }
.row:after {
content: "";
clear: both;
display: table;
}
@media only screen { .col {
float: left;
width: 100%;
box-sizing: border-box;
}}
@media only screen and (min-width: 30em) {
.content { width: 50%; height: 100%; padding: 0 }
.sidebar { width: 50%; height: 100%; padding: 0 }
}
body {
margin: 0;
}
iframe {
width: 100%;
height: 100%;
border:none;
}
.panel {
width: 100%;
height: 50%;
}
.buttons {
position: absolute;
top: 5; left: 5;
}
</style>
<body>
<div class="buttons">
<button id="playButton">Run</button>
<button id="stopButton">Stop</button>
</div>
<div class="row">
<div class="col content">
<iframe id="iframe"></iframe>
</div>
<div class="col sidebar">
<div id="codeJs" class="panel"></div>
<div id="codeHtml" class="panel"></div>
</div>
</div>
</body>
<script id="initialJs" type="text/plain">
var canvas = document.getElementById("canvas");
var config = { alpha: false };
var context = new spine.webgl.ManagedWebGLRenderingContext(canvas, config);
var gl = context.gl;
function render() {
gl.clearColor(0.2, 0.2, 0.2, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
</script>
<script src="js/ace.js" type="text/javascript" charset="utf-8"></script>
<script>
$(document).ready(function() {
var editorJs = ace.edit("codeJs");
editorJs.setTheme("ace/theme/monokai");
editorJs.getSession().setMode("ace/mode/javascript");
editorJs.setValue(document.getElementById("initialJs").innerHTML);
var editorHtml = ace.edit("codeHtml");
editorHtml.setTheme("ace/theme/monokai");
editorHtml.getSession().setMode("ace/mode/html");
editorHtml.setValue('<script src="../../build/spine-webgl.js"><\/script>\n<canvas id="canvas" style="width: 100%; height: 98vh;"></canvas>');
$("#playButton").click(function() {
var iframe = document.getElementById("iframe");
var source = "<html><body>" + editorHtml.getValue() + "<script>" + editorJs.getValue() + "<\/script></body></html>";
iframe.srcdoc = source;
});
});
</script>
</html>

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@ -84,8 +84,8 @@
var ivanShader = loadIvanShader(context, shader);
var assetManager = new spine.webgl.AssetManager(context);
assetManager.loadTexture("assets/spineboy.png");
assetManager.loadTexture("assets/spineboy-pma.png");
assetManager.loadTexture("../example/assets/spineboy.png");
assetManager.loadTexture("../example/assets/spineboy-pma.png");
var camMatrix = new spine.webgl.Matrix4();
@ -95,8 +95,8 @@
function load () {
if (assetManager.isLoadingComplete()) {
texture = assetManager.get("assets/spineboy.png");
texturePma = assetManager.get("assets/spineboy-pma.png");
texture = assetManager.get("../example/assets/spineboy.png");
texturePma = assetManager.get("../example/assets/spineboy-pma.png");
requestAnimationFrame(render);
} else requestAnimationFrame(load);
}

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@ -45,7 +45,7 @@ function init() {
swirlEffect.centerY = 200;
swirlEffect.radius = 500;
assetManager = new spine.webgl.AssetManager(context, "assets/");
assetManager = new spine.webgl.AssetManager(context, "../example/assets/");
var textureLoader = function(img) { return new spine.webgl.GLTexture(gl, img); };
input = new spine.webgl.Input(canvas);

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@ -30,7 +30,7 @@ mesh.setIndices(indices);
var shader = spine.webgl.Shader.newTwoColoredTextured(context);
var assetManager = new spine.webgl.AssetManager(context);
assetManager.loadTexture("assets/spineboy.png");
assetManager.loadTexture("../example/assets/spineboy.png");
var camMatrix = new spine.webgl.Matrix4();
@ -40,7 +40,7 @@ requestAnimationFrame(load);
function load () {
if (assetManager.isLoadingComplete()) {
texture = assetManager.get("assets/spineboy.png");
texture = assetManager.get("../example/assets/spineboy.png");
requestAnimationFrame(render);
} else requestAnimationFrame(load);
}

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@ -25,7 +25,11 @@ void FRuntimeMeshComponentDetails::CustomizeDetails( IDetailLayoutBuilder& Detai
const FText ConvertToStaticMeshText = LOCTEXT("ConvertToStaticMesh", "Create StaticMesh");
// Cache set of selected things
#if ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION < 18
SelectedObjectsList = DetailBuilder.GetDetailsView().GetSelectedObjects();
#else
SelectedObjectsList = DetailBuilder.GetDetailsView()->GetSelectedObjects();
#endif
RuntimeMeshCategory.AddCustomRow(ConvertToStaticMeshText, false)
.NameContent()