NathanSweet
0a90565ba1
AnimationState#apply has no side effects.
2016-08-23 09:55:06 +02:00
NathanSweet
285aead074
Draw order timeline.
2016-08-22 22:54:58 +02:00
NathanSweet
4c2d2b0c0a
Moved track changes to update, so AnimationState can be applied to multiple skeletons without side effects.
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Also:
- Moved queue drains outside of update loop.
- Better naming.
- Dirty flag after animations have been changed to avoid computing timelinesFirst more times than needed.
- Don't use timelinesFirst when mix == 1.
2016-08-22 21:39:42 +02:00
NathanSweet
ef2a440655
Always mix, even when mix duration is 0, to give the old animation a chance to reset its changes.
2016-08-22 19:39:48 +02:00
NathanSweet
42e3b95e33
Better timelines.
2016-08-22 16:51:45 +02:00
NathanSweet
280024a685
Added mixingOut parameter to Timeline#apply so timelines know which direction mixing is happening.
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See ScaleTimeline which uses this to know which scale sign to use.
2016-08-22 14:43:33 +02:00
NathanSweet
b4924b0a49
Experimental WIP for mixing unkeyed bones to setup pose.
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#621
2016-08-21 20:58:40 +02:00
NathanSweet
c59a58ae5b
Comment
2016-08-21 08:23:55 +02:00
NathanSweet
8f4ad90a17
AnimationState, allow delay to postpone the current track entry.
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#621
2016-08-20 18:52:13 +02:00
NathanSweet
23f16c016c
AnimationState, don't mix from an animation that was never applied.
2016-08-20 17:59:55 +02:00
NathanSweet
a39c970a6a
AnimationState, javadoc, cleanup, tests.
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#621
2016-08-20 15:47:13 +02:00
NathanSweet
0a8896a3e2
More AnimationState refactoring.
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- Added `animationStart` so a portion of an animation can be looped.
- Changed timing fields to: trackTime, trackLast, trackEnd, animationStart, animationEnd, animationLast
- Removed default *Threshold fields. People can just set it on the track entry if they don't like the defaults.
- Removed `loopCount` from complete event. People can calculate it based on track time.
#621
closes #535
closes #593
2016-08-20 11:51:56 +02:00
NathanSweet
966c03e68f
AnimationState refactoring.
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- Renamed `previous` to `mixingFrom` for clarity.
- Added `trackEntry` method to fully initialize TrackEntry.
- Moved `mixDuration` initialization to happen when TrackEntry is initialized. This allows mix times to be specified (or changed) through the TrackEntry, without using AnimationStateData.
- Made EventQueue static to ease porting.
- Javadocs.
#621
2016-08-19 19:14:17 +02:00
NathanSweet
4912ea8975
Fixed start event not being triggered when addAnimation is used on an empty track.
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closes #634
2016-08-19 11:32:29 +02:00
NathanSweet
6aca4bd141
Updated AnimationState tests.
2016-08-19 11:21:56 +02:00
NathanSweet
b454d69b45
Fixed lastTime being > time for non-looping animations.
2016-08-19 11:21:44 +02:00
NathanSweet
5191cf4f5f
Wait until end of current loop when queuing an animation.
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closes #626
2016-08-19 11:20:32 +02:00
NathanSweet
296d019bac
Formatting.
2016-08-19 08:47:43 +02:00
NathanSweet
e4e312626b
Better scale sign computation.
2016-08-18 21:59:30 +02:00
NathanSweet
5edeeb6035
When mixing scale, the sign of the last applied scale is used to avoid mixing across zero.
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#621
2016-08-18 16:51:50 +02:00
NathanSweet
127c0fbbf5
AnimationState, added draw order threshold.
2016-08-18 15:17:13 +02:00
NathanSweet
c278cf77fb
Added event toasts to Skeleton Viewer.
2016-08-18 15:16:59 +02:00
NathanSweet
cc4f19da98
AnimationState, added attachment threshold. Defaults changed to NOT apply attachment timelines or fire events for an animation being mixed out.
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#621
2016-08-18 14:46:15 +02:00
NathanSweet
b020bc0d44
Added event threshold setting to AnimationState.
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#621
2016-08-18 14:05:24 +02:00
NathanSweet
6cc91d579c
Fixed world scale.
2016-08-18 11:01:57 +02:00
NathanSweet
c5d3d84f71
Better disable inherit rotation.
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But not good, flips with negative scale.
2016-08-15 16:19:33 +02:00
NathanSweet
3160077207
Fixed Skeleton copy constructor.
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It wasn't copying each bone's children.
2016-08-14 08:09:58 +02:00
NathanSweet
5a7cbf0a41
Removed world sign.
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Doesn't make sense to compute a value that the runtime no longer uses and is unlikely for application code to need. If application code does need it, it's trivial to walk up the bone hierarchy and calculate it.
2016-08-13 20:08:07 +02:00
NathanSweet
5a45d3df30
Fixed IK constraint child bone using uninitialized world transform to calculate applied transform.
2016-08-13 19:57:23 +02:00
NathanSweet
217aa60c4f
Finished "applied transform" for arbitrary constraint order.
2016-08-13 08:38:41 +02:00
NathanSweet
438f0028b2
Experimental disable inherit rotation.
2016-08-12 07:40:59 +02:00
NathanSweet
1459abcb06
Constraint order WIP.
2016-08-09 21:24:54 +02:00
NathanSweet
2dee5d6103
[libgdx] New math for disable inherit scale.
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More stable (fixes rotation with negative scale) but slightly different behavior: scaling parent bones can cause the rotation to change on a bone with disable inherit scale. This seems like sane behavior though, so likely worth the change. More here:
http://esotericsoftware.com/forum/Disabling-inherit-scale-breaks-rotation-v3-4-0-1-6757
2016-08-05 01:42:24 +02:00
NathanSweet
81a4e3ea1d
[libgdx] SkeletonRendererDebug draws direction for zero length bones.
2016-08-05 01:35:52 +02:00
NathanSweet
bc629cec11
[libgdx] Removed Slot#attachmentName.
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Decided lazy attachment look up was premature optimization.
2016-08-05 01:35:18 +02:00
NathanSweet
be01e0aae3
Merge branch 'master' into dev
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# Conflicts:
# spine-libgdx/spine-libgdx-tests/assets/spineboy/spineboy.json
# spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Animation.java
2016-08-05 01:22:08 +02:00
badlogic
d5ba507ebb
[starling] Closes #662 , had outdated .swcs used by user. Works as intended
2016-08-04 10:45:23 +02:00
Mario Zechner
9299e44323
Merge pull request #660 from samael65535/patch-1
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fix Wrong URL
2016-08-03 14:36:28 +02:00
samael
6241a19839
fix Wrong URL
2016-08-03 12:32:23 +08:00
John
edc8f6e908
[unity] Fix SkeletonDataAssetInspector GUILayout
2016-08-02 21:37:10 +08:00
badlogic
c8b72e382f
[cocos2d-x] Closes #580 , temporary storage of color was wrong in SkeletonRenderer
2016-08-02 10:42:55 +02:00
pharan
18d7229b5d
[Unity] Fix SkeletonGraphic incompatible version fallback.
2016-08-02 16:30:21 +08:00
badlogic
2a32c3e113
[cocos2d-x] Closes #612 , added SkeletonBatch::destroyInstance for testing purposes
2016-08-01 12:16:43 +02:00
badlogic
82adb733cb
[cocos2d-x] Closes #657 , update to latest Cocos2d-X 3.12
2016-08-01 12:05:29 +02:00
badlogic
e3e122b3fc
[cocos2d-x] Reverted takeBuffer PR so we are compatible with both 3.12 and < 3.12 cocos2d-x.
2016-08-01 11:43:22 +02:00
Mario Zechner
0983d42c3d
Merge pull request #656 from mogemimi/fix-variable-shadowing
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[spine-c] Prevent variable shadowing warnings
2016-08-01 11:05:36 +02:00
pharan
0434398b36
[unity] Drag n drop now uses RectTransform plane if selected (for UI) + minor fixes.
2016-08-01 09:12:40 +08:00
mogemimi
281576a84b
[spine-c] Prevent variable shadowing warnings
2016-08-01 01:30:27 +09:00
pharan
bd7ad96bc6
[unity] Don't import atlas textures as Unity Sprites by default.
2016-07-31 22:26:40 +08:00
pharan
395dc5b345
[unity] Drag n drop to Scene View context menu for all types.
2016-07-31 22:09:28 +08:00