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[ue4] Implemented two color tinting.
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* Fixed renderer to work with 3.6 changes
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* Added new UPROPERTY to SpineSkeletonRendererComponent called `Color`. This allows to set the tint color of the skeleton in the editor, C++ and Blueprints. Under the hood, the `spSkeleton->color` will be set on every tick of the renderer component.
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* Added support for clipping.
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* 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.
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* 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!
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* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
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## C#
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* **Breaking changes**
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