badlogic
acca89688d
[ue4] Fixes FMemory::Free crash. Still unsure why this is happening. Possibly cross-DLL allocation/free.
2018-04-17 11:50:51 +02:00
badlogic
781057ddb1
[ue4] First steps towards UMG widgets.
2018-03-28 17:03:11 +02:00
badlogic
67b8aed689
[ue4] Fixed collision mesh cooking. See #1085
2018-03-20 16:40:57 +01:00
badlogic
0c02bace47
[c][ue4] Don't redefine DLLIMPORT/EXPORT on Android. See #1088
2018-03-20 15:04:19 +01:00
Pieter Vantorre
a94d2f3c34
Don't use UE4 allocators in editor mode
2018-03-20 12:33:22 +01:00
Pieter Vantorre
f89f3fad21
Use UE4's memory management functions.
...
This fixes unexpected behavior on certain platforms for which
UE4 specifically limits the maximum allocation size of malloc
in favor of using optimized allocation schemes.
2018-03-20 09:21:47 +01:00
badlogic
33a00182ff
[ue4] Need to temporarily disable queue draining of animation state when setting or adding new animations. Closes #1037
2017-11-10 11:13:33 +01:00
badlogic
ed24d3b33f
[ue4] Updated to 4.18, fixed compilation error in RuntimeMEshComponentDetails.cpp, kept compatibility with older versions.
2017-10-30 10:11:07 +01:00
badlogic
aab6d81e34
[ue4] Fixed tint black, see #1003 .
2017-10-13 14:44:10 +02:00
badlogic
77221b4cee
[ue4] SkeletonRendererComponent now generates collision meshes by default.
2017-10-12 15:39:58 +02:00
badlogic
91d44b29fd
[c] Introduced SP_API macro so we can use __declspec on MSVC. [ue4] Clean-up, minor improvements.
2017-08-29 15:19:33 +02:00
badlogic
e02f8b7a1c
[ue4] Updated to 4.17, fixed build system, fixed c++ example. Closes
2017-08-29 11:37:19 +02:00
pharan
265d9413d3
Merge branch 'master' into 3.6-beta
...
Conflicts:
spine-unity/Assets/spine-unity/Editor/SpineEditorUtilities.cs
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs
spine-unity/Assets/spine-unity/SkeletonAnimator.cs
2017-06-14 19:46:14 +08:00
Mohammad S. Babaei
d4d2165b25
[ue4] make the plugin build on UE 4.16.x ( #922 )
2017-06-11 21:33:14 +02:00
badlogic
9c38d3faf0
Merge branch 'master' into 3.6-beta
2017-05-24 11:26:04 +02:00
badlogic
6ccde168c7
[ue4] Fixed inheritance of include paths, looks like this changed in 4.15.2
2017-05-24 11:18:52 +02:00
badlogic
ffddfe51b4
[ue4] Implemented two color tinting.
2017-05-24 10:55:32 +02:00
badlogic
8ae6f56294
[ue4] Using packed vertex format, implemented two color tint in test material.
2017-05-23 14:26:34 +02:00
badlogic
e56f4f9fcb
[ue4] Updated test assets
2017-05-22 19:37:05 +02:00
badlogic
0dc67709d2
[ue4] First steps toward two color tint
2017-05-22 19:34:58 +02:00
badlogic
4b4c3aba22
[ue4] Switched to the excellent RuntimeMeshComponent by Koderz. Gives greater flexibility regarding vertex format and a bit of a performance boost
2017-05-22 18:00:59 +02:00
badlogic
676b740269
[c] Added stride to spSkeletonClipping_clipTriangles. [cocos2dx] Added clipping.
2017-04-30 19:13:11 +02:00
badlogic
7c852570a5
[ue4] Added clipping.
2017-04-29 14:00:28 +02:00
badlogic
d4ae3dfe71
[ue4] Pass dark color via tangent attribute. Can't seem to access that in material
2017-03-16 15:59:54 +01:00
badlogic
23325b5701
[ue4] Refactored renderer component.
2017-03-16 15:08:09 +01:00
badlogic
6d9dcaeb92
[ue4] Added Color property to SkeletonRendererComponent. The value of that property will be set on the underlying spSkeleton->color and allows tinting of the skeleton instance.
2017-03-15 12:59:35 +01:00
badlogic
c019550d2d
[ue4] Fixed packaging. Closes #850
2017-03-02 13:19:14 +01:00
badlogic
cbe79ba04a
Merged master manually
2017-02-23 14:39:36 +01:00
shiverbrock
4502a432da
[ue4] Made compiling in VS work; defined behavior for GetTrackEntry() ( #836 )
...
* Added include so that compiling in VS works.
* Actually defined behavior for GetTrackEntry()
2017-02-21 11:26:07 +01:00
badlogic
b0294beb22
[ue4] Ported to 3.6
2017-01-31 14:22:07 +01:00
badlogic
cde9b3e89d
[ue4][c] Fixed spine-ue4 for UE 4.15, need to explicitely include IAssetTool.h. Also fixed atlas.c to not use assignment in a conditional, something VC++ does not support
2017-01-31 14:12:20 +01:00
badlogic
c71e1dd57e
[ue4] More samples
2017-01-23 15:19:14 +01:00
badlogic
637eb23253
[ue4] Refactored sample structure, fixed renderer component, would crash on changes to atlas/skeleton data in editor under certain circumstances
2017-01-10 16:57:06 +01:00
badlogic
f7f5f3a71f
[ue4] Better category names
2016-12-21 16:01:27 +01:00
badlogic
6d21a0183b
[ue4] Changes to example map.
2016-12-20 10:57:27 +01:00
badlogic
8532cc9366
[ue4] Updated to 4.14.
2016-12-15 14:45:10 +01:00
badlogic
b8e94a84a9
[ue4] Cleaned up base example. More to come. Fixed crash bug in material reevaluation in renderer component
2016-12-15 14:15:16 +01:00
badlogic
7b27ecda89
[ue4] Fixed license headers
2016-12-15 13:52:44 +01:00
badlogic
014e8d4425
[ue4] Removed runtime mesh component dependency, using procedural mesh component again. All samples are broken because of serialization issues.
2016-12-15 10:32:11 +01:00
badlogic
00b9ae60eb
[ue4] Added RuntimeMeshComponent for better performance and debugging. Added blending test scene. Fixed renderer component, can do normal and additive blending, mulit-page atlases
2016-12-14 16:57:09 +01:00
badlogic
ae339ccb51
[ue4] Test assets
2016-12-14 13:50:09 +01:00
badlogic
74850f67a3
[ue4] render component actually only renders first sub section. Bug in procedural mesh component?
2016-12-14 12:31:38 +01:00
badlogic
277920b7fa
[ue4] Reworked material generation so we can implement (most) blend modes
2016-12-14 11:32:47 +01:00
badlogic
ba70ec17b4
[ue4] Fixed up bone driver, only does position at the moment
2016-12-13 17:17:59 +01:00
badlogic
84766e3a99
[ue4] Fixed delegatepocalypse when callin InternalTick in BP functions. Added bone driver component, still freaking out like crazy.
2016-12-13 16:39:33 +01:00
badlogic
8287e90298
[ue4] Added bone follower component, fixed up SkeletonComponent::SetBoneWorldPosition
2016-12-13 14:54:17 +01:00
badlogic
3b21f24027
[ue4] Fixed playback time issue
2016-12-13 12:22:42 +01:00
badlogic
c66088a3f2
[ue4] Fixed SpineSkeletonComponent::GetBoneWorldTransform :D
2016-12-13 12:06:27 +01:00
badlogic
724fdf13c0
[ue4] Exposed more functionality in blueprints. Added more assets and test blueprints to excercise functionality
2016-12-12 15:10:44 +01:00
badlogic
064303c77e
[ue4] Added specifying mixing durations in skeleton data asset via editor or in code
2016-12-09 17:28:08 +01:00