Float32Array.length is read only and will not resize the array. This caused the .length to always be 0 and thus not use ffd in spine.WeightedMeshAttachment.computerWorldVertices(). This proposed fix instead creates a new array when the size has changed.
Bugs:
* ffd animation was ignoring last frame. Lua has 1-based arrays, so last frame is `frames[#frames]`, not `frames[#frames - 1]`
* nil exception when accessing array lenght after it's confirmed nil. First we check if `not vertices` and in next statement we're trying to check for it's length, which causes exception. This code is logically equivalent to code before but avoids checking potentially nil array for length.
* spine-csharp updated to 3.2.00.
* Some cleanup, catchup and fixes.
* Mix transform constraint scale and shear offsets.
* Update readmes.
* Clean up.
* Formatting.
* Fixed single bone IK with nonuniform scale. Improved two bone IK.
* SkeletonRendererCustomMaterials: correctly reapply changes when slot name changes (#554)
* Made sure private methods are private. Editor uses reflection.
* Also removed public properties.
* Added transform constraint rotate, scale, and shear offsets and mixes.
* Added TransformConstraintTimeline.
* Added bone shearing.
* Added ShearTimeline.
* Changed Skeleton#updateCache.
* Changed JSON and binary formats. Some binary format fields and enums were rearranged for consistency -- sorry, but it's better for the long term. Docs for both are up to date.
http://esotericsoftware.com/spine-json-formathttp://esotericsoftware.com/spine-binary-format
(reverted from commit 547ea760d82c3c7e1dc825704eb2046a218317b1)
If inaccuracy becomes a problem at runtime (which is unlikely), users can decide to remove the optimizations.