* [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.
Cleaned up the SkeletonRenderer code. Clearly outlines mesh generation steps. Abstracted double-buffering and paired meshes with the information used to generate them (for easy checking) See "SmartMesh" and "Instruction" classes. Fixed some long-standing bugs and removed unnecessary normals, tangents and flips updates. Renamed old variables to reflect new logic.
Also marked spots where triangle winding was considered (frontFacing and flip). This is a candidate for removal.
This fixes a separate flickering bug.
Reported in the forum here: http://esotericsoftware.com/forum/Weird-flicker-between-some-of-the-animations-5577
The solution was to compare `this.sharedMaterials` against the immediately-determined material array.
Also included:
Moved attachment and flip array checks outside of extra loops in CheckIfMustUpdateMeshStructure to prevent O(2n) behavior.
Renamed some identifiers. "temp" is replaced with "working". The analogy is human brain's "working memory".
Added some cached references within the method's stack (where their members are frequently accessed).
Added comments for easy update, in preparation for incoming changes in Spine v3.