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https://github.com/EsotericSoftware/spine-runtimes.git
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[libgdx] Fixed test skin. Fixed NormalMapTest, spineboy-old export was not updated. Marked owl.spine additive animations as "Layered" so it can be exported with cleaning.
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@ -79,6 +79,11 @@ echo "Exporting assets..."
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-i ../mix-and-match/images -o ../mix-and-match/export -n mix-and-match -p atlas-0.5.json \
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-i ../mix-and-match/images -o ../mix-and-match/export -n mix-and-match-pma -p atlas-0.5-pma.json \
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\
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-i ../owl/owl-pro.spine -o ../owl/export -e json.json \
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-i ../owl/owl-pro.spine -o ../owl/export -e binary.json \
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-i ../owl/images -o ../owl/export -n owl -p atlas-0.5.json \
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-i ../owl/images -o ../owl/export -n owl-pma -p atlas-0.5-pma.json \
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\
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-i ../powerup/powerup-ess.spine -o ../powerup/export -e json.json \
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-i ../powerup/powerup-ess.spine -o ../powerup/export -e binary.json \
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-i ../powerup/powerup-pro.spine -o ../powerup/export -e json.json \
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@ -127,14 +132,10 @@ echo "Exporting assets..."
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-i ../windmill/images -o ../windmill/export -n windmill -p atlas-0.5.json \
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-i ../windmill/images -o ../windmill/export -n windmill-pma -p atlas-0.5-pma.json
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# Owl needs separate export, as cleaning would kill keys in idle animation, which
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# would lead to incorrect additive animation blending.
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# spineboy-old.spine needs separate export, as its images are in an atlas.
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"$SPINE_EXE" \
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-u $version ${@:2} \
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-i ../owl/owl-pro.spine -o ../owl/export -e json.json \
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-i ../owl/owl-pro.spine -o ../owl/export -e binary.json \
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-i ../owl/images -o ../owl/export -n owl -p atlas-0.5.json \
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-i ../owl/images -o ../owl/export -n owl-pma -p atlas-0.5-pma.json \
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-i ../../spine-libgdx/spine-libgdx-tests/assets/spineboy-old/spineboy-old.spine -o ../../spine-libgdx/spine-libgdx-tests/assets/spineboy-old -e json.json
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# Export Unity Assets
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UNITY_BASE_DIR=../spine-unity
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@ -1,5 +1,5 @@
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{
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com.badlogic.gdx.graphics.g2d.BitmapFont: { default-font: { file: com/badlogic/gdx/utils/arial-15.fnt } },
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com.badlogic.gdx.graphics.g2d.BitmapFont: { default-font: { file: com/badlogic/gdx/utils/lsans-15.fnt } },
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com.badlogic.gdx.graphics.Color: {
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green: { a: 1, b: 0, g: 1, r: 0 },
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white: { a: 1, b: 1, g: 1, r: 1 },
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