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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[godot] More raggedy spineboy fixes.
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@ -0,0 +1,14 @@
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[remap]
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importer="spine.atlas"
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type="SpineAtlasResource"
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path="res://.import/Raggedy Spineboy.atlas-07f7c6b30431397bcf472b18d48851e0.spatlas"
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[deps]
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source_file="res://assets/raggedyspineboy/Raggedy Spineboy.atlas"
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dest_files=[ "res://.import/Raggedy Spineboy.atlas-07f7c6b30431397bcf472b18d48851e0.spatlas" ]
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[params]
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normal_map_prefix="n"
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@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/Raggedy Spineboy.png-8982b59aad5b612b7ed1a5da8b447d00.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/raggedyspineboy/Raggedy Spineboy.png"
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dest_files=[ "res://.import/Raggedy Spineboy.png-8982b59aad5b612b7ed1a5da8b447d00.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -0,0 +1,3 @@
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[gd_resource type="SpineSkeletonDataResource" format=2]
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[resource]
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@ -0,0 +1,13 @@
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[remap]
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importer="spine.json"
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type="SpineSkeletonFileResource"
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path="res://.import/raggedy spineboy.json-a7000cc987b23355ac0b09613918efcc.spjson"
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[deps]
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source_file="res://assets/raggedyspineboy/raggedy spineboy.json"
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dest_files=[ "res://.import/raggedy spineboy.json-a7000cc987b23355ac0b09613918efcc.spjson" ]
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[params]
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@ -90,7 +90,7 @@ void SpineSprite::_bind_methods() {
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ADD_GROUP("Preview", "");
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}
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SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), skeleton_clipper(nullptr) {
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SpineSprite::SpineSprite() : update_mode(SpineConstant::UpdateMode_Process), skeleton_clipper(nullptr), preview_frame(false), preview_time(0), modified_bones(false) {
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skeleton_clipper = new spine::SkeletonClipping();
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// One material per blend mode, shared across all sprites.
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