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[unity] Fixed Spine Timeline not ending at clip end when last clip on track. Restores behaviour as named and documented. Closes #2318.
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@ -68,7 +68,8 @@ namespace Spine.Unity.Playables {
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}
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public override void OnGraphStop (Playable playable) {
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if (!isPaused && endAtClipEnd)
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bool isStoppedNotPaused = playable.GetGraph().IsPlaying(); // end of track was reached or graph stopped.
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if (isStoppedNotPaused && endAtClipEnd)
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HandleClipEnd();
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}
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.timeline",
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"displayName": "Spine Timeline Extensions",
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"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.1.11",
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"version": "4.1.12",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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