Merge branch '4.0' into 4.1-beta

This commit is contained in:
Harald Csaszar 2021-12-21 13:38:47 +01:00
commit cd1a55b0af
7 changed files with 7 additions and 7 deletions

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@ -26,6 +26,7 @@ spine-ue4 does not support multiply and screen blending. spine-ue4 does not supp
2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
3. Copy the `Plugins` folder from this directory to your new project's root directory.
4. Copy the folder `spine-runtimes/spine-cpp/spine-cpp` to your project's `Plugins/SpinePlugin/Source/SpinePlugin/Public/` folder.
5. Add `SpinePlugin` to `PublicDependencyModuleNames` in your project's `Build.cs` file.
5. Open the Unreal Project in the Unreal Editor
See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine UE4 example.

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@ -49,7 +49,7 @@ TextureImporter:
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 8
textureType: 0
textureShape: 1
maxTextureSizeSet: 0
compressionQualitySet: 0

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@ -84,7 +84,7 @@ TextureImporter:
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 8
textureType: 0
textureShape: 1
maxTextureSizeSet: 0
compressionQualitySet: 0

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@ -49,7 +49,7 @@ TextureImporter:
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 8
textureType: 0
textureShape: 1
maxTextureSizeSet: 0
compressionQualitySet: 0

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@ -76,7 +76,7 @@ TextureImporter:
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 8
textureType: 0
textureShape: 1
maxTextureSizeSet: 0
compressionQualitySet: 0

View File

@ -49,7 +49,7 @@ TextureImporter:
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 8
textureType: 0
textureShape: 1
maxTextureSizeSet: 0
compressionQualitySet: 0

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@ -233,7 +233,7 @@ namespace Spine.Unity {
buffer = buffer ?? new Vector2[bufferTargetSize];
if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", va.Name, floatsCount), "buffer");
if (va.Bones == null && va.TimelineAttachment == null) {
if (va.Bones == null && slot.Deform.Count == 0) {
var localVerts = va.Vertices;
for (int i = 0; i < bufferTargetSize; i++) {
int j = i * 2;
@ -299,7 +299,6 @@ namespace Spine.Unity {
namespace Spine {
using System;
using System.Collections.Generic;
public struct BoneMatrix {
public float a, b, c, d, x, y;