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Merge branch '3.6-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.6-beta
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* switch on "Tint Black" under "Advanced...",
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* switch on "Tint Black" under "Advanced...",
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* use the new `Spine/Skeleton Tint Black` shader, or your own shader that treats the UV2 and UV3 streams similarly.
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* use the new `Spine/Skeleton Tint Black` shader, or your own shader that treats the UV2 and UV3 streams similarly.
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* **Clipping** is now supported. The SkeletonAnimation switches to slightly slower mesh generation code when clipping so limit your use of `ClippingAttachment`s when using on large numbers of skeletons.
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* **Clipping** is now supported. The SkeletonAnimation switches to slightly slower mesh generation code when clipping so limit your use of `ClippingAttachment`s when using on large numbers of skeletons.
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* **SkeletonRenderer.initialFlip** Spine components such as SkeletonRenderer, SkeletonAnimation, SkeletonAnimator now has `initialFlipX` and `initialFlipY` fields which are also visible in the inspector under "Advanced...". It will allow you to set and preview a starting flip value for your skeleton component. This is applied immediately after the internal skeleton object is instantiated.
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* **[SpineAttribute] Improvements**
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* **[SpineAttribute] Improvements**
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* **Icons have been added to SpineAttributeDrawers**. This should make your default inspectors easier to understand at a glance.
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* **Icons have been added to SpineAttributeDrawers**. This should make your default inspectors easier to understand at a glance.
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* **Added Constraint Attributes** You can now use `[SpineIkConstraint]` `[SpineTransformConstraint]` `[SpinePathConstraint]`
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* **Added Constraint Attributes** You can now use `[SpineIkConstraint]` `[SpineTransformConstraint]` `[SpinePathConstraint]`
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