* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp
* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp
* [spine-csharp] Ported 3.3 changes of Bone
* [spine-csharp] Ported 3.3 changes of BoneData
* [spine-csharp] Ported 3.3 changes of Event
* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D
* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto
* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes
* [spine-csharp] fixed compilation errors initially not reported by Mono CS
* Minor clean up.
Every space has its place.™
* Match csharp 3.3 refactorings.
* [Unity] Minor cleanup in SkeletonBaker.
* Better exception messages.
* Removed extra usings. Matched whitespace style.
* Fixed Bone.cs method PascalCase and xml documentation.
* Fixed Exception ctor arguments.
* Fixed single bone IK mixing.
Matched libgdx commit:
e0ee18a088
* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete
* [Unity] Ragdoll: account for shear and new constraints.
* [spine-csharp] Ported 3.3 changes to SkeletonJson
* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging
* [spine-csharp] Fixed up XNA runtime
* Added simple example data in new exports/ folder
* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging
* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong
* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.
* [spine-xna] Added binary exports, modified XNA game
* [spine-xna] Added tank example
* Some cleanup. Relabeled generic todos.
* Prevent SpineEditorUtilities from orphaning failed instantiations.
* Ignore PathAttachment when checking for required atlas regions.
* [spine-csharp] the great spaces to tabs battle
* [spine-csharp] Fixed inherit deform.
* [spine-csharp] Match Skeleton.java properties and stuff.
* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode
* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks
* [csharp] Updated README.md
* [xna] [monogame] [unity] Updated README.md
* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"
This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.
* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix
* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.
* [csharp] Fix deformed weighted vertices condition + match libgdx closer.
* [csharp] Use internal ExposedList array for critical methods.
* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.
* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.
* [unity] Updated sample scenes and files.
* [csharp] Some formatting got left behind.
* [unity] New readme links + Removed redundant info.
* [exports] Remove dummy project.
The case here is as follows:
- create random unity sprite prefab
- place sprite's pivot point outside of the sprite (say, pivot U is 2.53 and pivot V is -1.22)
- try to attach this sprite via the SpriteAttacher script
Expected result here would be seeing the sprite sticking with it's pivot point to the placeholder.
Actual result here looks like the sprite's pivot point is somewhere in U: 1 and V: 0.
The bug is caused by Mathf.InverseLerp - it just cannot return values outside of [0; 1] range.
So the solution would be to make our own version of InverseLerp, which handles such situations correctly.
* spine-csharp updated to 3.2.00.
* Some cleanup, catchup and fixes.
* Mix transform constraint scale and shear offsets.
* Update readmes.
* Clean up.
* Formatting.
* Fixed single bone IK with nonuniform scale. Improved two bone IK.
* SkeletonRendererCustomMaterials: correctly reapply changes when slot name changes (#554)
* Made sure private methods are private. Editor uses reflection.
* Also removed public properties.
* Added transform constraint rotate, scale, and shear offsets and mixes.
* Added TransformConstraintTimeline.
* Added bone shearing.
* Added ShearTimeline.
* Changed Skeleton#updateCache.
* Changed JSON and binary formats. Some binary format fields and enums were rearranged for consistency -- sorry, but it's better for the long term. Docs for both are up to date.
http://esotericsoftware.com/spine-json-formathttp://esotericsoftware.com/spine-binary-format
* per-material material overrides, separate MonoBehaviour for setting overrides from inspector
* clean-up and fix SkeletonRendererMaterialOverride
* SkeletonRendererCustomMaterials: initialize SkeletonRenderer to ensure skeletonRenderer.skeleton != null
* rename SkeletonRendererCustomMaterials folder for consistency