88 Commits

Author SHA1 Message Date
badlogic
7637fdbefd [as3] Updated FDT projects to use player 23 2016-11-24 13:22:26 +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).
# Conflicts:
#	spine-c/src/spine/AnimationState.c
2016-11-15 23:10:23 +01:00
NathanSweet
c0fdc454a2 Fixed inconsistent newlines.
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
7a18f0818c Every space in its place! (tm)
(whitespace clean up)
2016-10-15 23:15:41 +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
badlogic
1ecd627afa [runtimes] Closes #719, fixed sortPathConstraintAttachment 2016-10-13 12:03:23 +02:00
badlogic
ea0c2ae704 [as3] Closes #715, wrong default rotation mode for path constraints 2016-10-03 13:34:29 +02:00
badlogic
eb3cb8a700 Cleaned up assets in runtime examples, runtimes.sh now copies all assets to the required locations, except for spine-unity. 2016-09-05 15:05:23 +02:00
Nathan Sweet
698c4a1661 [ts] Added spine-ts runtime for TypeScript and JavaScript 2016-08-12 09:28:50 +02:00
badlogic
ddb7e52a41 [starling] Closes #662. Each region attachment receives a renderObject which is a Starling Image. A Starling Image is essentially like a libGDX region, holding a texture and uvs. When two slots share the same region attachment, we run into issues. E.g. if the slots differ in color, the shared Image color will be set to the last slot being drawn. Since Starling does batching, stuff breaks. 2016-08-09 11:06:11 +02:00
badlogic
d5ba507ebb [starling] Closes #662, had outdated .swcs used by user. Works as intended 2016-08-04 10:45:23 +02:00
Julienpretty
9a8ce4e78e Improved performances when applying color and alpha on vertices
Instead of setting color and alpha on each vertex, call colorize() only once before iterating through all vertices.
In our use case, performances are multiplied by 2.
2016-07-28 10:46:56 +02:00
badlogic
3bbba1bd72 [starling] Added vine sample to repro #640, no luck. 2016-07-18 14:18:39 +02:00
badlogic
d281f2a358 [as3][starling] Updated README.mds 2016-07-15 12:20:20 +02:00
badlogic
efa2f89289 [as3][starling] Updated ActionScript 3 and Starling runtime to Spine 3.4, now with paths and shearing. Check out new starling tank sample 2016-07-15 12:12:02 +02:00
badlogic
3de5fe4ea3 [as3][starling] Added default constructors to base classes. Changed project settings to use Air 22. Updated Starling runtime to Starling 2.0, removing PolygonBatch etc. Smoothing and pre-multiplied alpha support currently missing. 2016-07-12 14:18:29 +02:00
badlogic
413bda2de6 [as3][starling] Fixed up AS3 README.md, updated FDT projects to use latest AIR and Flash Player (22) class libraries. Needed for Starling 2.0 and mesh support in pure Flash API 2016-07-11 14:52:44 +02:00
NathanSweet
e834982b49 Updated READMEs for v3.3 support. 2016-06-20 19:26:05 +02:00
NathanSweet
04552b74e5 Clean up. 2016-05-11 13:21:59 +02:00
NathanSweet
6271128587 Shouldn't be committing binary files.
Need better solution!
2016-05-11 13:13:10 +02:00
NathanSweet
a1554a3b42 spine-starling, fixed batching when not visible.
closes #416
2016-05-11 13:11:56 +02:00
NathanSweet
a9342ed193 Fixed spine-starling batch flushing.
closes #392
closes #507
2016-05-11 13:06:45 +02:00
NathanSweet
93bc7080f1 Fixed bounds.
closes #440
2016-05-11 12:48:11 +02:00
NathanSweet
8d7f761311 spine-libgdx updated to 3.2.00.
* 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-format
http://esotericsoftware.com/spine-binary-format
2016-04-26 22:51:04 +02:00
NathanSweet
1ccfaab4c9 spine-as3 updated to v3.1. 2016-04-15 17:40:32 +02:00
NathanSweet
d0d7e64b43 Docs: added a note to runtimes that don't yet support the binary format. 2016-04-07 22:50:00 +02:00
NathanSweet
56abccb508 Fixed tinting for non-PMA textures.
closes #489
2016-04-04 11:11:24 +02:00
NathanSweet
4f3ccc2c51 List the supported editor version on each runtime README.
closes #526
2016-04-03 19:10:47 +02:00
NathanSweet
ef0b4b4bb9 Fixed single bone IK with skeleton flipping. Updated SWC for WeightedMeshAttachment. 2016-02-27 02:12:55 +01:00
NathanSweet
d22073b1a3 Docs 2016-02-25 08:47:23 +01:00
NathanSweet
a7b08fe8c2 Updated spine-starling to Spine v3 and Starling 1.7 and for use with PowerFlasher FDT. 2016-02-17 04:57:59 +01:00
NathanSweet
f6e4027ef1 Reverting corrupt files. 2015-11-04 09:15:04 +01:00
NathanSweet
01cb844993 You get a license file, you get a license file, EVERYBODY GETS A LICENSE FILE! 2015-07-30 22:47:00 +02:00
NathanSweet
f06fbb3d8d Clarified licensing on runtimes pages. 2015-07-30 22:44:47 +02:00
NathanSweet
27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00
NathanSweet
f8a76c6455 Blend modes for all runtimes. 2015-04-02 14:20:20 +02:00
Sebastien Flory
01ba46ff0e Fix issue with HitTest
Hi,

I dont think you need to apply the scales here because it will be done automatically by the framework (the localPoint is already transformed in the locales coordinates)

Have a nice day!

Seb
2014-12-16 10:02:46 +01:00
Daniel Sperl
0dc21d23c0 added support for textures without premultiplied alpha 2014-11-03 12:19:49 +01:00
NathanSweet
b2f09b352b Reanedm goblins-ffd example to goblins-mesh. 2014-10-05 18:53:47 +02:00
NathanSweet
d8eac649ba Improved examples. 2014-09-30 02:17:39 +02:00
NathanSweet
03020e0ff4 Merge remote-tracking branch 'origin/master' 2014-09-30 01:27:48 +02:00
NathanSweet
84a80feccc IK constraints for spine-as3. 2014-09-30 01:27:01 +02:00
Nathan Sweet
757db3f6cb Merge pull request #303 from Fraggle/patch-3
Fix to avoid excessive flushing of polygon batch.
2014-09-30 01:21:50 +02:00
Sebastien Flory
94f969c9a3 Avoid silent Array allocations
Hello,

In AS3, if a function accepts an arbitrary number of arguments, it will create an Array object behind the scene.
Math.min / Math.max are famous culprits :)
2014-09-29 18:10:41 +02:00
Sebastien Flory
5c154fd236 Fix to avoid excessive flushing of polygon batch.
It seems that when we use a starling SubTexture instead of an Spine texture, this line will trigger a lot of flushing instead of batching the polygons.
This fix avoid that.
Btw, you are using Animation.binarySearch1() in AnimationTimeline wich does not exists yet :-p
2014-09-29 16:51:34 +02:00
NathanSweet
c9b51bac8b Use and restore existing blend mode.
#236
2014-07-25 23:08:05 +02:00
NathanSweet
4eb73738c2 Fixed spine-starling meshes with a Starling atlas. Better examples. 2014-07-25 19:39:45 +02:00