mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 01:28:44 +08:00
Merge branch '4.1' into 4.2-beta
# Conflicts: # .gitignore
This commit is contained in:
commit
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.gitignore
vendored
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vendored
@ -178,6 +178,10 @@ spine-godot/logs
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!spine-godot/build
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spine-ts/spine-ts.zip
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*.d
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spine-flutter/ios/Classes/spine-cpp
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spine-flutter/macos/Classes/spine-cpp
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spine-flutter/src/spine-cpp
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spine-godot/.clang-format
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@ -23,6 +23,7 @@ git clone --depth 1 https://github.com/godotengine/godot.git -b $branch
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if [ $dev = "true" ]; then
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cp -r .idea godot
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cp build/custom.py godot
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cp ../formatters/.clang-format .
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rm -rf example/.import
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rm -rf example/.godot
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@ -11,6 +11,7 @@ script = ExtResource( 1 )
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position = Vector2( 473, 487 )
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scale = Vector2( 0.575051, 0.575051 )
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skeleton_data_res = ExtResource( 2 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -9,6 +9,7 @@
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position = Vector2( 501.503, 472.035 )
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scale = Vector2( 0.518624, 0.518624 )
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skeleton_data_res = ExtResource( 1 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -10,6 +10,7 @@ script = ExtResource( 1 )
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position = Vector2( 481, 457 )
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scale = Vector2( 0.5, 0.5 )
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skeleton_data_res = ExtResource( 2 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -11,6 +11,7 @@ script = ExtResource( 2 )
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position = Vector2( 478, 483 )
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scale = Vector2( 0.58461, 0.58461 )
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skeleton_data_res = ExtResource( 1 )
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preview_skin = "Default"
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preview_animation = ""
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preview_frame = false
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preview_time = 0.0
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@ -12,6 +12,7 @@ script = ExtResource( 1 )
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position = Vector2( 474, 506 )
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scale = Vector2( 0.560712, 0.560712 )
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skeleton_data_res = ExtResource( 2 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -27,6 +28,7 @@ slot_name = "gun"
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position = Vector2( 84.6909, -67.9174 )
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scale = Vector2( 0.193472, 0.193472 )
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skeleton_data_res = ExtResource( 3 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -54,6 +56,7 @@ slot_name = "front-fist"
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position = Vector2( -2.64624, -10.8111 )
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scale = Vector2( 0.193389, 0.193389 )
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skeleton_data_res = ExtResource( 2 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -1850,6 +1850,7 @@ script = ExtResource( 2 )
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position = Vector2( 72.0001, 520 )
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scale = Vector2( 0.323942, 0.323942 )
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skeleton_data_res = ExtResource( 1 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -1919,6 +1920,7 @@ anims/walk_looped = SubResource( 129 )
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position = Vector2( 1284, 520 )
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scale = Vector2( -0.328761, 0.328761 )
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skeleton_data_res = ExtResource( 3 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -31,6 +31,7 @@ position = Vector2( 501, 507 )
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scale = Vector2( 0.546374, 0.546373 )
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skeleton_data_res = ExtResource( 1 )
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normal_material = SubResource( 2 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -11,6 +11,7 @@ script = ExtResource( 3 )
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position = Vector2( 576, 506 )
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scale = Vector2( 0.458967, 0.458967 )
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skeleton_data_res = ExtResource( 1 )
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preview_skin = "Default"
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preview_animation = "-- Empty --"
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preview_frame = false
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preview_time = 0.0
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@ -536,6 +536,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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spine::Slot *slot = skeleton->getDrawOrder()[i];
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spine::Attachment *attachment = slot->getAttachment();
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MeshInstance2D *mesh_instance = mesh_instances[i];
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mesh_instance->set_light_mask(get_light_mask());
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clear_mesh_instance(mesh_instance);
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if (!attachment) {
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skeleton_clipper->clipEnd(*slot);
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@ -621,7 +622,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
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Ref<Material> custom_material;
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// See if we have a slot node for this slot with a custom material
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auto &nodes = slot_nodes[i];
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auto &nodes = slot_nodes[slot->getData().getIndex()];
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if (nodes.size() > 0) {
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auto slot_node = nodes[0];
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if (slot_node) {
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