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[unity] Minor changes to SpineMesh. NewMesh is now NewSkeletonMesh.
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@ -41,7 +41,7 @@ namespace Spine.Unity {
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internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
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public static Mesh NewMesh () {
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public static Mesh NewSkeletonMesh () {
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var m = new Mesh();
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m.MarkDynamic();
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m.name = "Skeleton Mesh";
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@ -108,7 +108,6 @@ namespace Spine.Unity {
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[System.Serializable]
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public struct Settings {
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//public bool renderMeshes;
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public bool useClipping;
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[Space]
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[Range(-0.1f, 0f)] public float zSpacing;
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@ -969,8 +968,8 @@ namespace Spine.Unity {
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var vbi = vertexBuffer.Items;
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var ubi = uvBuffer.Items;
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var cbi = colorBuffer.Items;
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var sbi = submeshes.Items;
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int submeshCount = submeshes.Count;
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//var sbi = submeshes.Items;
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//int submeshCount = submeshes.Count;
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// Zero the extra.
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{
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@ -1224,7 +1223,7 @@ namespace Spine.Unity {
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///<summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
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public class SmartMesh : IDisposable {
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public Mesh mesh = SpineMesh.NewMesh();
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public Mesh mesh = SpineMesh.NewSkeletonMesh();
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public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
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public void Dispose () {
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