NathanSweet
2677eff35c
[libgdx] Use binarySearch method without step param.
2016-12-07 23:51:12 +01:00
NathanSweet
6fb9a4e991
Merge branch 'master' into 3.6-beta
2016-12-06 16:57:05 +01:00
NathanSweet
c512ee5d59
[libgdx] Don't fire event or complete events when mixDuration is 0.
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closes #795
2016-12-06 13:34:17 +01:00
NathanSweet
c136596bff
Fixed bone debug rendering.
2016-12-02 13:58:15 +01:00
NathanSweet
932467e3ac
[libgdx] Fixed AnimationStateTests.
2016-12-02 04:28:15 +01:00
NathanSweet
b32957bfe0
[libgdx] Default trackEnd to max value, even for non-looping animations.
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There will always be a use case where you need to change `trackEnd` from the default value, but it's simpler if the default value is the same for both looping and non-looping animations.
2016-12-01 20:19:57 +01:00
NathanSweet
a6ac746b4f
[libgdx] Avoid setting a NaN mixAlpha.
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http://esotericsoftware.com/forum/UNITY-5-4-1f1-BUG-ArithmeticException-NAN-7135?p=34824#p34824
2016-12-01 17:29:04 +01:00
NathanSweet
c79dee0dc8
Fixed two color shader.
2016-12-01 14:36:55 +01:00
NathanSweet
e11cd56bac
Fixed point attachment world rotation.
2016-12-01 14:36:47 +01:00
NathanSweet
e8296ebc52
Merge branch 'master' into 3.6-beta
2016-11-30 17:44:25 +01:00
NathanSweet
efd0b31723
Added PointAttachment.
2016-11-30 01:11:09 +01:00
NathanSweet
25eae31ae8
[libgdx] Less ugly test code.
2016-11-29 19:07:28 +01:00
NathanSweet
b75a3ddecb
Left some code commented out for easier AnimationState testing.
2016-11-29 18:15:42 +01:00
NathanSweet
8e0972d732
Scale path spacing.
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http://esotericsoftware.com/forum/Scaling-bone-messes-up-animation-order-7487?p=34659#p34659
2016-11-29 13:23:50 +01:00
NathanSweet
a24fea41c0
Merge branch 'master' into 3.6-beta
2016-11-28 19:25:30 +01:00
NathanSweet
15145fe709
[libgdx] Fixed Skeleton Viewer NPE when project fails to open.
2016-11-28 19:25:10 +01:00
NathanSweet
6af978871b
[libgdx] Better way to reset rotation direction on first frame.
2016-11-28 18:10:44 +01:00
NathanSweet
fdd66af5e0
[libgdx] Reset rotation direction for mixing out.
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closes #779
2016-11-28 17:50:01 +01:00
NathanSweet
75b44deda0
[libgdx] Added test for two setAnimation calls with mixing.
2016-11-28 16:39:38 +01:00
NathanSweet
7e4ce21951
[libgdx] Added tracking to AnimationState pool.
2016-11-28 16:28:16 +01:00
NathanSweet
9eb18fa2eb
Fixed keeping mixingFrom when calling setAnimation twice.
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#761
2016-11-28 15:52:10 +01:00
NathanSweet
6a2b0f50de
Renamed test events to 0 and 1, matching their indices, added a third test event.
2016-11-28 15:52:03 +01:00
NathanSweet
ae2b708ffc
Fixed keeping mixingFrom when calling setAnimation twice.
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#761
2016-11-28 15:50:28 +01:00
NathanSweet
e9a1a5d080
Added a third test event.
2016-11-28 15:48:51 +01:00
NathanSweet
19bb3ccf35
Renamed test events to 0 and 1, matching their indices.
2016-11-28 15:42:12 +01:00
NathanSweet
38d925d1a7
JSON and binary loading for two color tinting.
2016-11-28 03:29:49 +01:00
NathanSweet
626a734940
Allow blend func to be bypassed.
2016-11-28 01:52:54 +01:00
NathanSweet
10b5318921
Fixed blending when using two color tinting.
2016-11-28 01:46:46 +01:00
NathanSweet
77099330ad
Refactored skeleton renderer, added two color tint polygon renderer.
2016-11-28 00:41:41 +01:00
NathanSweet
e595bc6e4b
Don't use dark color's alpha.
2016-11-27 20:26:54 +01:00
NathanSweet
9f69e85574
Added dark color to slot, TwoColorTimeline.
2016-11-27 17:21:52 +01:00
NathanSweet
938db42016
Refactored attachments to fill an array rather than store vertices for rendering.
2016-11-27 02:19:50 +01:00
NathanSweet
020f557004
[libgdx] Fixed losing mixingFrom when calling setAnimation twice.
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closes #761
2016-11-23 16:58:53 +01:00
NathanSweet
6d7217d44c
[libgdx] Fixed AnimationStateTests.
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It now takes one extra frame for a track to be cleared when trackEnd is reached.
2016-11-23 16:52:17 +01:00
NathanSweet
deca6bb92f
[libgdx] Reset to setup pose when trackEnd is reached.
2016-11-23 16:37:08 +01:00
NathanSweet
99ca32dabb
[libgdx] Only remove mixingFrom entries from the end of the list.
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http://esotericsoftware.com/forum/3-5-Mixing-carries-over-multiple-animations-7430?p=34364#p34364
2016-11-23 13:38:44 +01:00
NathanSweet
40cbe8620d
[libgdx] During mix, use timeScale from the most current animation.
2016-11-22 17:49:49 +01:00
NathanSweet
e7d25dc2cb
[libgdx] Reset rotation direction when changing TrackEntry alpha.
2016-11-20 15:08:01 +01:00
NathanSweet
979d8072bc
[libgdx] Default to 30 FPS.
2016-11-18 13:05:08 +01:00
NathanSweet
d52d2e72ee
Updated READMEs, supported version is 3.5.xx.
2016-11-15 23:29:27 +01:00
NathanSweet
36000e3c55
Updated to v3.5 (merge dev branch).
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# Conflicts:
# spine-c/src/spine/AnimationState.c
2016-11-15 23:10:23 +01:00
NathanSweet
97756d6921
Added version placeholder for building JAR.
2016-10-17 11:27:36 +02:00
NathanSweet
c0fdc454a2
Fixed inconsistent newlines.
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License header was followed by \n\n and files ended with \n. Changed to \r\n.
2016-10-15 23:45:16 +02:00
NathanSweet
f63561085a
List explicit Spine editor version that is supported.
2016-10-13 22:55:04 +02:00
badlogic
ef50131431
[runtimes] Updated all LICENSE files and README.mds
2016-10-13 15:21:05 +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
Mario Zechner
5b1814cff3
spine-lua, spine-love, spine-corona update to 3.4.02 ( #722 )
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The spine-lua API has been updated to be compatible with Spine version 3.4.02 (latest stable). The spine-lua API now supports path constraints, transform constraints, uses the new way we encode meshes etc. There are no API breaking changes, only API additions, such as PathConstraints and TransformConstraints as well as additional methods to Skeleton and similar classes. The internals of the spine-lua API have also been updated to follow Lua best performance practices by localizing heavily and using meta tables for "class methods". The spine-lua API now also loads texture atlases as exported by Spine. All that is required for a consumer is to supply an image loading function for their specific engine/framework. We provide implementations for spine-love and spine-corona.
The spine-love API can now render all Spine attachment types, including meshes and linked meshes. The API has changed. Where previously a "class" Skeleton existed with a draw function, the new spine-love API introduces a new SkeletonRenderer. See the example on API usage.
The spine-corona API can now also render all Spine attachment types. The API has not changed.
2016-10-11 16:33:25 +02:00
NathanSweet
c34db336d5
Fixed path constraint bone sorting.
2016-10-07 14:22:28 +02:00
NathanSweet
b7c9a1cc20
Always apply blend mode, let batch ignore unnecessary changes.
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closes #477
2016-08-12 07:43:13 +02:00