23 Commits

Author SHA1 Message Date
NathanSweet
6606ca1e4b setPosition method. 2014-05-13 18:08:19 +02:00
NathanSweet
26e4fb0d74 License header update.
2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00
NathanSweet
cee7e3f336 setSkin with no previous skin attaches setup pose attachments.
No more API gotcha, setSlotsToSetupPose is not needed.
2014-04-23 01:06:59 +02:00
NathanSweet
b0c96fd66b Typo 2014-01-11 21:20:46 +01:00
NathanSweet
d520addb9b Updated license to version 2.
Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent!

Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license.

With this fixed, I hope we never need to change the license again!
2014-01-11 21:07:28 +01:00
NathanSweet
9a347d5eb8 Updated license.
Nailed it this time, quite sure!
2013-10-04 04:13:09 +02:00
NathanSweet
47ce2a40c1 Minor update to the license to include education. 2013-10-01 14:55:15 +02:00
NathanSweet
1e30ad1b72 Reset draw order in setSlotsToSetupPose. 2013-09-25 10:17:35 +02:00
NathanSweet
e2fccf72d6 License update.
Changed from New BSD to a custom license. The new license requires a Spine license to use the code. If you have a valid Spine license, you can do whatever you like with the code. This should not be a problem for anyone using the runtimes with Spine, nothing changes. If using the runtimes without a Spine license, you now need a Spine license. This is because the runtimes were created explicitly to be used with Spine.
2013-09-20 19:46:23 +02:00
NathanSweet
f174b1a3cb Keyable draw order and other fixes. 2013-08-19 23:10:11 +02:00
NathanSweet
e6d7cf8b26 Add x and y to skeleton for positioning instead of using root bone. 2013-05-28 18:17:55 +02:00
NathanSweet
d237ed758b Cleaned up warnings, #50. 2013-05-24 11:24:22 +02:00
NathanSweet
7f69300bcc Refactoring: changed references to "bind pose" to "setup pose".
This better matches "setup mode" in the editor and we can be consistent in code and docs from now on.
2013-05-05 12:38:06 +02:00
NathanSweet
1071f3474f Fixed skeleton copy ctor. 2013-04-19 09:06:32 +02:00
NathanSweet
23e04c3b08 Refactoring to bring spine-libgdx up to date with spine-csharp and spine-xna. 2013-04-16 12:44:55 +02:00
NathanSweet
8cae181c37 Minor refactoring. 2013-04-11 06:07:17 +02:00
NathanSweet
dd27ee184c Changed Spine export format.
There are no longer separate animation files, they are now inside the skeleton file. This means there is just one file to manage, which is cleaner. Now that animations are stored in SkeletonData, they can be looked up by name which leads to cleaner runtime APIs.

cocos2d and cocos2d-x runtimes got a cleaner ObjC/C++ API.
2013-04-04 04:00:45 +02:00
NathanSweet
ca163b5e52 Moar refuctoring. All the refuctorings are belong to Spine. 2013-04-02 02:47:11 +02:00
NathanSweet
159d076f79 Names for animation and skeleton. 2013-03-22 12:57:03 +01:00
NathanSweet
6e9bcfd1d5 License headers for source files. 2013-03-20 14:58:59 +01:00
NathanSweet
43018798ab Look in skin before default skin. 2013-03-15 02:25:15 +01:00
NathanSweet
695db31d71 libgdx runtime, attachment loader instead of resolver.
Other minor fixes.
2013-03-12 23:20:38 +01:00
NathanSweet
2c78e22855 Initial libgdx runtime. 2013-02-20 01:15:31 +01:00