badlogic
06e7037503
[runtimes] Merged with master, updated license headers
2016-10-13 16:49:30 +02:00
badlogic
21de61a094
Merge branch 'master' into dev
2016-10-13 15:48:15 +02:00
badlogic
5aa27771c3
[runtimes] Updated ALL sources to use latest Spine Runtimes License v2.5. Manually checked all the things...
2016-10-13 15:12:05 +02:00
Mario Zechner
f84ae17615
Updated License Headers
2016-10-13 10:27:54 +02:00
NathanSweet
0ecef9b2c5
Multiple mixingFrom animations.
2016-09-03 22:47:05 +02:00
NathanSweet
6bb3e49627
Remember all settings.
2016-08-29 19:44:26 +02:00
NathanSweet
7292b7d720
Lines for skeleton origin.
2016-08-29 14:21:14 +02:00
NathanSweet
a840f4f959
Added timelinesLast to determine when to fade out. Clean up, fixes.
2016-08-24 21:04:25 +02:00
NathanSweet
014f229af9
Clean up, javadoc.
2016-08-23 18:25:01 +02:00
NathanSweet
c9fdfdf501
Added mixDuration resetTrack, added set/addEmptyAnimation methods.
2016-08-23 18:08:49 +02:00
NathanSweet
bc05861a0c
Added resetTrack.
2016-08-23 17:09:59 +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
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
c278cf77fb
Added event toasts to Skeleton Viewer.
2016-08-18 15:16:59 +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
eded12cd52
Removed hardcoded paths.
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Oops, sorry!
2016-06-20 19:25:29 +02:00
NathanSweet
9a469c0460
Prettier with varargs.
2016-06-18 21:57:26 +02:00
NathanSweet
f961c127f6
Added coverting linkedmesh to weightedlinkedmesh.
2016-06-18 19:16:02 +02:00
NathanSweet
2f846cfba5
Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version.
2016-06-17 12:24:38 +02:00
NathanSweet
ee29123dfa
Spine v3.3 WIP
2016-05-21 00:40:07 +02:00
NathanSweet
f2eed37444
Updated spine-libgdx to 3.1.00: linked meshes.
2016-03-03 07:26:49 +01:00
NathanSweet
88207a609c
Fixed Skeleton Viewer process staying alive after a crash.
2016-02-14 19:45:38 +01:00
NathanSweet
426744afc1
Don't require animation selection.
2016-01-11 09:16:07 +01:00
NathanSweet
b9acf228f8
Clean up.
2016-01-11 02:18:37 +01:00
NathanSweet
37f2f9e880
Updated for Spine 3.0.00.
2016-01-11 00:32:36 +01:00
NathanSweet
27270a5781
Spine Runtimes license update.
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Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00
NathanSweet
fb7db79ff8
Update for latest libgdx.
2015-04-03 22:59:54 +02:00
NathanSweet
e38213fb67
Fixed NPE if file failed to load.
2014-11-24 02:16:38 +01:00
NathanSweet
cad68f30ff
Organized spine-libgdx so tests and the skeleton viewer are separate.
2014-11-20 12:42:54 +01:00