From 92c557e6bab280ec5bfa545aa46b51d023c39b8d Mon Sep 17 00:00:00 2001 From: badlogic Date: Tue, 29 Aug 2017 15:21:20 +0200 Subject: [PATCH] Updated CHANGELOG with spine-c, spine-ue4 changes --- CHANGELOG.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 864608373..29c3e74f7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -50,6 +50,7 @@ * `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans * Added `spVertexEffect` and corresponding implementations `spJitterVertexEffect` and `spSwirlVertexEffect`. Create/dispose through the corresponding `spXXXVertexEffect_create()/dispose()` functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below. * Functions in `extension.h` are not prefixed with `_sp` instead of just `_` to avoid interference with other libraries. + * Introduced `SP_API` macro. Every spine-c function is prefixed with this macro. By default, it is an empty string. Can be used to markup spine-c functions with e.g. ``__declspec` when compiling to a dll or linking to that dll. ### Cocos2d-X * Fixed renderer to work with 3.6 changes @@ -79,6 +80,7 @@ * Switched from built-in ProceduralMeshComponent to RuntimeMeshComponent by Koderz (https://github.com/Koderz/UE4RuntimeMeshComponent, MIT). Needed for more flexibility regarding vertex format, should not have an impact on existing code/assets. You need to copy the RuntimeMeshComponentPlugin from our repository in `spine-ue4\Plugins\` to your project as well! * Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed. * Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files! + * spine-c is now exposed from the plugin shared library on Windows via __declspec. ## C# * **Breaking changes**