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[runtimes] Updated CHANGELOG for 4.0 release.
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CHANGELOG.md
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CHANGELOG.md
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# 4.0
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## AS3
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* **Breaking changes**
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**NOTE: Spine 4.0 will be the last release supporting spine-as3. Starting from Spine 4.1, spine-as3 will no longer be supported or maintained.**
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* Switched projects from FDT to Visual Studio Code. See updated `README.md` files for instructions.
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* **Additions**
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* Expose non-essential colors on bones, bounding box, clipping, and path attachments.
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* Timeline API has been extended to support component-wise timelines exported by Spine 4.0.
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* Added `AnimationState.clearNext()` which removes the given `TrackEntry` and all entries after it.
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* Added support for texture atlas key value pairs, see `AtlasRegion.names` and `AtlasRegion.values`.
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* Added support for reverse animation playback via `TrackEntry.reverse`.
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* Added proportional spacing mode support for path constraints.
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* Added support for uniform scaling for two bone IK.
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* Fixed applying a constraint reverting changes from other constraints.
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### Starling
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**NOTE: Spine 4.0 will be the last release supporting spine-starling. Starting from Spine 4.1, spine-starling will no longer be supported or maintained.**
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* Switched projects from FDT to Visual Studio Code. See updated `README.md` files for instructions.
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## C
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* **Breaking changes**
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* **Additions**
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* **Breaking change:** Removed `SPINE_SHORT_NAMES` define and C++ constructors.
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* Timeline API has been extended to support component-wise timelines exported by Spine 4.0.
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* Added `spAnimationState_clearNext()` which removes the given `spTrackEntry` and all entries after it.
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* Added support for texture atlas key value pairs, see `spAtlasRegion.keyValues`.
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* Added support for reverse animation playback via `spTrackEntry.reverse`.
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* Added proportional spacing mode support for path constraints.
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* Added support for uniform scaling for two bone IK.
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* Fixed applying a constraint reverting changes from other constraints.
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### Cocos2d-Objc
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**NOTE: Spine 4.0 will be the last release supporting spine-cocos2d-objc. Starting from Spine 4.1, spine-cocos2d-objc will no longer be supported or maintained.**
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### SFML
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* Added `ikDemo()` in `main.cpp`. to illustrate how to drive a bone and IK chain through mouse movement.
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## C++
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* **Breaking Changes**
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* **Additions**
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* Removed dependency on STL throughout the code base, cutting down on the LOC that need parsing by 66%.
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* Exposed `x` and `y` on `SkeletonData` through getters and setters.
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* Expose non-essential colors on bones, bounding box, clipping, and path attachments.
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* Timeline API has been extended to support component-wise timelines exported by Spine 4.0.
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* Added `AnimationState.clearNext()` which removes the given `TrackEntry` and all entries after it.
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* Added support for texture atlas key value pairs, see `AtlasRegion.names` and `AtlasRegion.values`.
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* Added support for reverse animation playback via `TrackEntry.reverse`.
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* Added proportional spacing mode support for path constraints.
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* Added support for uniform scaling for two bone IK.
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* Fixed applying a constraint reverting changes from other constraints.
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### Cocos2d-x
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* Added `IKExample` scene to illustrate how to drive a bone and IK chain through mouse movement.
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* Added `SkeletonAnimation::setPreUpdateWorldTransformsListener()` and `SkeletonAnimation::setPostUpdateWorldTransformsListener()`. This allows users to modify bone transforms and other skeleton properties before and after the world transforms of all bones are calculated. See the `IKExample` for a usage example.
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### SFML
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* Added `ikDemo()` in `main.cpp`. to illustrate how to drive a bone and IK chain through mouse movement.
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### UE4
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* `SpineWidget` now supports the full widget transform, including rendering scale/shear.
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* Materials on `SkeletonRendererComponent` are now blueprint read and writeable. This allows setting dynamic material instances at runtime.
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* Added `InitialSkin` property to `USpineWidget`. This allows previewing different skins in the UMG Designer. Initial skins can still be overridden via blueprint events such as `On Initialized`.
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* **Breaking changes**: `SpineWidget` no longer has the `Scale` property. Instead the size x/y properties can be used.
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* **Breaking change:** `SpineWidget` no longer has the `Scale` property. Instead the size x/y properties can be used.
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* Added `SetSlotColor` on `USpineSkeletonComponent` to easily set the color of a slot via blueprints.
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* Changed mixes set on an `SkeletonDataAsset` will now be applied to instances of `USpineSkeletonComponent`.
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* Generated normals are now correctly flipped for back faces.
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* Modifying parent materials updates material instances accordingly.
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* Only `.json` files that are actually encoding Spine skeletons will be loaded. Other `.json` files will be left to other importers.
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* Updated example project to UE 4.25.
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## C# ##
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* **Breaking changes**
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* **Additions**
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* Timeline API has been extended to support component-wise timelines exported by Spine 4.0.
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* Added `AnimationState.clearNext()` which removes the given `TrackEntry` and all entries after it.
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* Added support for texture atlas key value pairs, see `AtlasRegion.names` and `AtlasRegion.values`.
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* Added support for reverse animation playback via `TrackEntry.Reverse`.
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* Added proportional spacing mode support for path constraints.
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* Added support for uniform scaling for two bone IK.
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* Fixed applying a constraint reverting changes from other constraints.
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### Unity
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### XNA/MonoGame
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* Added normalmap support via `SpineEffectNormalmap` and support for loading multiple texture layers following a suffix-pattern. Please see the example code on how to use them.
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* Added `Z` property to `SkeletonRenderer` to provide a constant Z offset that's added to all vertices.
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* Added `ZSpacing` property to `SkeletonRenderer` to allow specifying the distance on the z-axis between attachments.
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* SkeletonDebugRenderer bone color attributes are now public and modifiable by user.
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## Java
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* **Breaking changes**
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* **Additions**
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* Timeline API has been extended to support component-wise timelines exported by Spine 4.0.
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* Added `AnimationState.clearNext()` which removes the given `TrackEntry` and all entries after it.
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* Added support for texture atlas key value pairs, see `Region.names` and `Region.values`.
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* Added support for reverse animation playback via `TrackEntry.getReverse()` and `TrackEntry.setReverse()`.
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* Added proportional spacing mode support for path constraints.
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* Added support for uniform scaling for two bone IK.
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* Fixed applying a constraint reverting changes from other constraints.
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### libGDX
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* Exposed colors in `SkeletonRendererDebug`.
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* Updated to libGDX 1.10.0.
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## Lua
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* **Breaking changes**
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* **Additions**
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* Expose non-essential colors on bones, bounding box, clipping, and path attachments.
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* Timeline API has been extended to support component-wise timelines exported by Spine 4.0.
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* Added `AnimationState.clearNext()` which removes the given `TrackEntry` and all entries after it.
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* Added support for texture atlas key value pairs, see `AtlasRegion.names` and `AtlasRegion.values`.
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* Added support for reverse animation playback via `TrackEntry.reverse`.
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* Added proportional spacing mode support for path constraints.
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* Added support for uniform scaling for two bone IK.
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* Fixed applying a constraint reverting changes from other constraints.
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### Love2D
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### Corona
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* **Breaking changes**
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* spine-corona has been renamed to spine-solar2d. Change your `require "spine-corona.spine"` statements to `require "spine-solar2d.spine"`
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* **Breaking change:** spine-corona has been renamed to spine-solar2d. Change your `require "spine-corona.spine"` statements to `require "spine-solar2d.spine"`
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## Typescript/Javascript
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* **Breaking changes**
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* Updated runtime to be compatible with TypeScript 3.6.3.
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* Added `AssetManager#setRawDataURI(path, data)`. Allows to set raw data URIs for a specific path, which in turn enables embedding assets into JavaScript/HTML.
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* **Additions**
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* Expose non-essential colors on bones, bounding box, clipping, and path attachments.
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* Timeline API has been extended to support component-wise timelines exported by Spine 4.0.
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* Added `AnimationState.clearNext()` which removes the given `TrackEntry` and all entries after it.
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* Added support for texture atlas key value pairs, see `AtlasRegion.names` and `AtlasRegion.values`.
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* Added support for reverse animation playback via `TrackEntry.reverse`.
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* Added proportional spacing mode support for path constraints.
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* Added support for uniform scaling for two bone IK.
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* Fixed applying a constraint reverting changes from other constraints.
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* `AssetManager` constructor now takes an option `Downloader` instance. Used to download assets only once and share them between `AssetManager` instances.
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* Added web worker support to `AssetManager`.
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* Added various default parameters to `AnimationState` methods for ease of use.
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*
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### WebGL backend
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* **Breaking change:** removed `SharedAssetManager`. Use `AssetManager` with a shared `Downloader` instance instead.
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### Canvas backend
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* Renderer now accounts for whitespace stripping.
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### Three.js backend
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* `SkeletonMesh` now takes an optional `SkeletonMeshMaterialParametersCustomizer` function that allows you to modify the `ShaderMaterialParameters` before the material is finalized. Use it to modify things like THREEJS' `Material.depthTest` etc. See #1590.
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### Player
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* Added `SpinePlayerConfig#rawDataURIs`. Allows to embed data URIs for skeletons, atlases and atlas page images directly in the HTML/JS without needing to load it from a separate file. See the example for a demonstration.
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* Added `SpinePlayerConfig.rawDataURIs`. Allows to embed data URIs for skeletons, atlases and atlas page images directly in the HTML/JS without needing to load it from a separate file. See the example for a demonstration.
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* Added `SpinePlayerConfig.frame`. If set, the callback is called each frame, before the skeleton is posed or drawn.
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* Added `SpinePlayerConfig.update`. If set, the callback is called each frame, just after the skeleton is posed.
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* Added `SpinePlayerConfig.draw`. If set, the callback is called each frame, just after the skeleton is drawn.
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* Added `SpinePlayerConfig.downloader`. The `spine.Downloader` instance can be shared between players so assets are only downloaded once.
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* If `SpinePlayerConfig.jsonURL` ends with an anchor, the anchor text is used to find the skeleton in the specified JSON file.
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# 3.8
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