Harald Csaszar
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46a0ffce50
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[cocos2d-x] Added early out check for MeshAttachment alpha == 0. Related to commit 254baf4. See #1708.
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2020-06-22 16:48:14 +02:00 |
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Harald Csaszar
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254baf4d75
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[cocos2d-x] Fixed broken mesh indices when RegionAttachment alpha == 0. Closes #1708.
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2020-06-22 14:44:40 +02:00 |
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badlogic
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049adf7e2b
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[cocos2dx] Apply node Z to debug node. Closes #1655.
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2020-04-20 15:51:57 +02:00 |
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badlogic
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b67bf992a0
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Single bone IK fix and license header update. Closes #1580, closes #1581.
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2019-12-20 12:20:46 +01:00 |
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Arnold
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8c8b08f80b
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[bugfix] spine-cocos2dx renderer issues (#1577)
* fix some bugs
* auto release program
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2019-12-18 09:19:58 +01:00 |
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badlogic
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8391097947
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[cocos2dx] Don't cull if no visiting camera is set. Closes #1566.
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2019-12-10 16:12:32 +01:00 |
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badlogic
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75da2e3d94
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[cocos2dx] Fix for iOS. Updated README.md partially.
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2019-12-10 15:48:24 +01:00 |
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badlogic
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9ab8c3817b
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[cocos2dx] Merged SkeletonRenderer code for v3 and v4. Only the batchers remain in separate source files.
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2019-12-10 15:00:32 +01:00 |
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badlogic
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bf14723dcc
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[cocos2dx] Initial cocos2dx v4 support. Need to fix formatting, ensure v3 and v4 work on all supported platforms, unify headers where possible and minimize code duplication.
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2019-12-10 13:30:06 +01:00 |
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badlogic
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41cfd38049
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[cpp][cocos2dx] Skin and attachment setters now handle empty strings correctly. Closes #1543.
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2019-11-19 16:36:25 +01:00 |
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badlogic
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5cb9afd2fa
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[cocos2dx] Reimplemented culling. Works with both 2D and 3D projections, and possibly custom projections as well. Closes #1445.
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2019-09-23 16:43:19 +02:00 |
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badlogic
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fba357ed74
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[cocos2dx] SkeletonRenderer:getBoundingBox() recalculates the bounds on each call instead of relying on draw() having calculated it. Closes #1483.
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2019-09-23 16:03:37 +02:00 |
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Stefano Lanza
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df748dbe4b
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Fix cocos2dx project and use of premultiplied alpha (#1484)
* Fix project
* Take into account premultiplied alpha of cocos2dx texture
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2019-09-10 14:11:58 +02:00 |
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NathanSweet
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842dffbd83
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[all] Source clean up, formatting, and tabs for indentation.
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2019-08-27 15:57:14 +02:00 |
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Stefano Lanza
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b648d3af99
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Remove Socialpoint custom code related to cocos2dx (#1407)
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2019-07-12 13:01:15 +02:00 |
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badlogic
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e5b88aa4c0
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[cocos2dx] Temporarily enable culling by default.
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2019-07-11 15:05:29 +02:00 |
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badlogic
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727b3866d3
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Merge branch 'feature/socialpoint_custom_changes' of https://github.com/socialpoint/spine-runtimes into socialpoint
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2019-07-11 14:56:56 +02:00 |
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unknown
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c71736792b
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Formatting
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2019-07-03 12:56:51 +02:00 |
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unknown
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99c08fced6
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Port more features
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2019-07-02 17:51:47 +02:00 |
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unknown
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9df2c28768
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ported more changes
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2019-07-02 11:47:45 +02:00 |
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unknown
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c8a34cdbd5
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Ported my fixes and optimization to spine stable
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2019-07-01 17:15:03 +02:00 |
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badlogic
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d9793e5df9
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[cocos2dx][cocos2dobjc] Renderers must not render slots with inactive bones.
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2019-06-06 16:33:30 +02:00 |
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badlogic
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61d2b52868
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[cocos2dx] Closes #1366, setupGLProgramState incorrectly checked for RegionAttachment.
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2019-05-31 11:33:21 +02:00 |
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badlogic
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7f7e5f0fec
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Updated license headers and LICENSE files.
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2019-05-02 11:38:19 +02:00 |
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badlogic
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5c62f78ed4
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[cocos2dx] Segfault when copying old scratch buffer contents to resized buffer. Closes #1295.
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2019-03-07 19:00:47 +01:00 |
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badlogic
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65409ae048
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[cocos2dx] Fixes #1229, tint black calculation was incorrect.
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2018-12-17 15:04:16 +01:00 |
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badlogic
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7fba618e88
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[cpp] Fixed bug in handling of dark colors on load.
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2018-08-13 17:21:24 +02:00 |
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badlogic
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f033239b54
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[cocos2dx] Fixes tint black.
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2018-08-13 16:56:05 +02:00 |
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badlogic
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a6dcbc61e3
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[cocos2dx] Fix for tint black in 3.7 branch.
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2018-08-13 16:47:36 +02:00 |
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badlogic
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bd778ba417
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Merge branch '3.6' into 3.7-beta
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2018-08-13 16:36:38 +02:00 |
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badlogic
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ce536558e5
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[cocos2dx] Tint black did not work, didn't multiple dark color with skeleton/attachment color. Closes #1158.
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2018-08-13 16:34:06 +02:00 |
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badlogic
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5a78663bfa
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[cocos2dx] Resolved merge conflict that got accidentially commited.
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2018-08-10 11:57:11 +02:00 |
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badlogic
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253bda4ee4
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Merge branch '3.7-beta' into 3.7-beta-cpp
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2018-08-10 11:54:49 +02:00 |
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badlogic
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d3e37284fc
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Merge branch '3.6' into 3.7-beta
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2018-08-10 11:14:01 +02:00 |
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badlogic
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a578be88e0
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[cocos2dx][c] Fixed call to spVertexAttachment_computeWorldVertices, as well as count calcalculation.
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2018-08-10 11:11:15 +02:00 |
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badlogic
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c405dcd165
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[cocos2dx][cpp] More changes to computeWorldVertices.
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2018-08-09 15:27:26 +02:00 |
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badlogic
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f12728f0d2
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Merge branch '3.7-beta' into 3.7-beta-cpp
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2018-08-09 15:18:15 +02:00 |
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badlogic
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4005ff2ad4
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Merge branch '3.6' into 3.7-beta
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2018-08-09 15:02:55 +02:00 |
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badlogic
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9a428a02b8
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[c] Fixes #1148, revert changes to spVertexAttachment_computeWorldVertices. Vertex size must be a multiple of 4, which explains why #1148 failed.
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2018-08-09 14:59:09 +02:00 |
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badlogic
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218d3b4737
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[cpp][sfml][cocos2dx] skip rendering of skeletons/slots/attachment with alpha equal 0.
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2018-07-18 14:27:57 +02:00 |
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badlogic
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22c1e32164
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Merge branch '3.7-beta' into 3.7-beta-cpp
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2018-07-18 14:14:39 +02:00 |
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badlogic
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6e83e6aed1
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[c][cpp][sfml][cocos2d-x] Skip rendering of skeleton/slot/attachment early if alpha is 0. See #1145
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2018-07-18 12:04:11 +02:00 |
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badlogic
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7e68a48189
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[cocos2dx] More fixes to two color batching.
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2018-06-05 13:30:00 +02:00 |
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badlogic
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162ce9f5aa
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Fixed meshes.
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2018-05-30 18:31:36 +02:00 |
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badlogic
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878a6e6435
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Refactored C++ runtime, added cocos2d-x cpp runtime.
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2018-05-30 17:31:11 +02:00 |
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badlogic
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7647c345e3
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[cocos2dx] Initializing skeleton setup poses and world transform on construction to avoid flicked in first frame. Closes #1098
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2018-04-12 10:42:34 +02:00 |
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badlogic
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eecde9e871
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[cocos2d-x] Closes #1075, added SkeletonRenderer:setSlotsRange and SkeletonRenderer::createWithSkeleton. Allows rendering parts of a single skeleton, mixed with other nodes. See SkeletonRendererSeparator.cpp for an example.
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2018-02-06 15:16:23 +01:00 |
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badlogic
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f40efe6066
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Revert "fix warnings (#1034)"
This reverts commit 5948e5a62f0d9fb5a526c200dc70a81d286b1e38.
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2017-12-06 15:35:02 +01:00 |
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minggo
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5948e5a62f
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fix warnings (#1034)
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2017-11-21 11:17:39 +01:00 |
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badlogic
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8650c668e9
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[cocos2dx] Removed hard coded scratch buffer size, replaced with dynamic allocation. Also made it a global scratch buffer, instead of a per instance buffer. Saves 4kb per SkeletonRenderer instance. Closes #1015.
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2017-10-10 15:37:27 +02:00 |
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