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[lua] Fixed typo in SkeletonJson, closes #893
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@ -246,7 +246,7 @@ function SkeletonJson.new (attachmentLoader)
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-- Linked meshes
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-- Linked meshes
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for i, linkedMesh in ipairs(self.linkedMeshes) do
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for i, linkedMesh in ipairs(self.linkedMeshes) do
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local skin = skeletonData.defaultSkin
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local skin = skeletonData.defaultSkin
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if linkedMesh.skin then skin = skeletonData.findSkin(linkedMesh.skin) end
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if linkedMesh.skin then skin = skeletonData:findSkin(linkedMesh.skin) end
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if not skin then error("Skin not found: " .. linkedMesh.skin) end
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if not skin then error("Skin not found: " .. linkedMesh.skin) end
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local parent = skin:getAttachment(linkedMesh.slotIndex, linkedMesh.parent)
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local parent = skin:getAttachment(linkedMesh.slotIndex, linkedMesh.parent)
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if not parent then error("Parent mesh not found: " + linkedMesh.parent) end
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if not parent then error("Parent mesh not found: " + linkedMesh.parent) end
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@ -7466,10 +7466,13 @@ var spine;
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if (element == null)
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if (element == null)
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throw new Error("Element " + elementId + " does not exist");
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throw new Error("Element " + elementId + " does not exist");
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this.validateConfig(config);
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this.validateConfig(config);
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var canvas = this.canvas = document.createElement("canvas");
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var existingCanvas = element.children[0];
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var canvas = this.canvas = existingCanvas || document.createElement("canvas");
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canvas.style.width = "100%";
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canvas.style.width = "100%";
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canvas.style.height = "100%";
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canvas.style.height = "100%";
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if (!existingCanvas) {
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element.appendChild(canvas);
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element.appendChild(canvas);
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}
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canvas.width = element.clientWidth;
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canvas.width = element.clientWidth;
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canvas.height = element.clientHeight;
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canvas.height = element.clientHeight;
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var webglConfig = { alpha: config.alpha };
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var webglConfig = { alpha: config.alpha };
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@ -7646,10 +7649,10 @@ var spine;
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};
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};
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SpineWidget.prototype.resize = function () {
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SpineWidget.prototype.resize = function () {
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var canvas = this.canvas;
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var canvas = this.canvas;
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var w = canvas.clientWidth;
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var h = canvas.clientHeight;
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var bounds = this.bounds;
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var bounds = this.bounds;
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if (canvas.width != w || canvas.height != h) {
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var w = bounds.size.x;
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var h = bounds.size.y;
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if (canvas.width != Math.floor(w) || canvas.height != Math.floor(h)) {
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canvas.width = w;
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canvas.width = w;
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canvas.height = h;
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canvas.height = h;
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}
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}
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