3703 Commits

Author SHA1 Message Date
badlogic
f31d98506c [as3] Fixed DeformTimeline, see #1016. 2017-10-11 11:05:08 +02:00
badlogic
adc01ab1e4 [ts] Fixed DeformTimeline, see #1016. 2017-10-11 10:43:13 +02:00
NathanSweet
9df8790c5e Merge remote-tracking branch 'origin/3.6' into 3.6 2017-10-10 19:11:25 +02:00
NathanSweet
33d4c60ac7 [libgdx] Don't mix from uninitialized vertices. Clear vertices instead of leaving them in current state before first key when alpha is 1. More efficient clearing of deform before first key. 2017-10-10 19:11:20 +02:00
badlogic
8650c668e9 [cocos2dx] Removed hard coded scratch buffer size, replaced with dynamic allocation. Also made it a global scratch buffer, instead of a per instance buffer. Saves 4kb per SkeletonRenderer instance. Closes #1015. 2017-10-10 15:37:27 +02:00
badlogic
377aee58ec [c] Replaced call to locale dependent strtof with customer float parser. Closes #1009 2017-10-10 12:42:03 +02:00
NathanSweet
4d7d448197 Merge remote-tracking branch 'origin/3.6' into 3.6 2017-10-09 11:52:32 +02:00
NathanSweet
812510e948 [libgdx] Avoid batch flush when switching between normal and additive rendering with PMA. 2017-10-09 11:52:29 +02:00
NathanSweet
76f0b208d9 Changed SV bg color to match editor default bg color (when gradient is off and square alpha is 0). 2017-10-09 11:52:01 +02:00
NathanSweet
f06bfd9f16 [libgdx] Better exception message for Batch that can't render meshes. 2017-10-09 11:44:00 +02:00
John
bc6132b051 [unity] Assign default struct values.
This prevents compiler errors with certain settings. Reproed in Unity 2017.3 beta
based on dddc1d3c67
@dorisugita
2017-10-07 00:49:08 +08:00
Mario Zechner
d61782201f Update README.md 2017-10-06 15:26:07 +02:00
badlogic
3dbab2122d [c] Fixed KMemory and test harness for GCC on Linux. 2017-10-06 15:22:49 +02:00
NathanSweet
5cd07084b0 [libgdx] Fixed non-PMA two color tinting for Skeleton Viewer. 2017-10-05 16:23:56 +02:00
badlogic
38c8c870e8 [starling] Fixed tint black shader. See #1003 2017-10-05 14:15:48 +02:00
badlogic
d0cc44bfdb Fixed URLs in READMEs, replaced most with relative links, so URLs point to correct branch. 2017-10-04 15:08:22 +02:00
Nathan Sweet
eb84807152 Don't fail to run if prefs were corrupt. 2017-09-30 20:19:58 +02:00
Nathan Sweet
5e829cb006 [gdx] Changed pma flag to uniform. Added blendFuncSeparate.
Functionally the same but seems a bit cleaner versus using the dark color's alpha.

#1003
2017-09-30 15:42:01 +02:00
Nathan Sweet
90ba0f6f78 Merge remote-tracking branch 'origin/3.6' into 3.6 2017-09-30 14:40:25 +02:00
Nathan Sweet
8ab5ad4b6c [gdx] Minor cleanup for PMA tint black.
#1003
2017-09-30 14:40:13 +02:00
pharan
be753eb672 [unity] Minor cleanup of SkeletonBaker code. 2017-09-30 20:39:24 +08:00
pharan
4b3710abae [unity] Update SkeletonExtensions. 2017-09-30 20:38:22 +08:00
pharan
145d1b6aef [unity] Minor doc. 2017-09-30 20:37:59 +08:00
pharan
c7017067ea [unity] Fix Tint and TintBlack shaders ignoring alpha. 2017-09-30 20:37:31 +08:00
badlogic
3f242450cf [cocos2d-objc] Ported new tint black shader. See #1003. 2017-09-30 09:48:31 +02:00
badlogic
f9245031a6 [cocos2d-x] Ported new tint black shader. See #1003. 2017-09-30 09:43:19 +02:00
badlogic
2c45dd2f1e [libgdx] Ported new tint black shader. See #1003. @nathansweet please have a look. 2017-09-30 09:27:08 +02:00
badlogic
221372e409 [libgdx] Fixed non-PMA rendering in SkeletonRenderer. Colors were always premultiplied by alpha. 2017-09-30 09:18:41 +02:00
badlogic
cdc335d41b [cocos2dx] Didn't invoke GL program state setup in initialize and setTwoColorTint. See #989 2017-09-28 17:00:05 +02:00
John
4b2fb3eedf [csharp] Fix PathConstraint spacing. 2017-09-28 20:57:04 +08:00
badlogic
936a7b048f [ts] Updated build to include new tint black shader. 2017-09-28 11:24:00 +02:00
Ivan Popelyshev
8506e16f2d fix dark in both pma and non-pma (#993) 2017-09-28 11:22:48 +02:00
badlogic
69923111b9 [libgdx] Breaking change: SkeletonRenderer no longer handles updating skeletons attached via SkeletonAttachment. Introduced new Skeleton#updateWorldTransform(Bone) that must be explicitely called by the user before rendering skeletons including attached skeletons. See SkeletonAttachmentTest for an example. Closes #1005 2017-09-27 14:03:05 +02:00
pharan
61d9f729d6 [csharp] New labeled goto convention. For https://github.com/EsotericSoftware/spine-runtimes/issues/1002 2017-09-26 21:39:05 +08:00
badlogic
947f055ab3 [c] New labeled goto convention. 2017-09-26 14:46:32 +02:00
badlogic
5030ef5582 [c] Fixed mistranslated labled goto. Closes #1000 2017-09-25 15:40:09 +02:00
badlogic
7652eb47ba [webgl] Updated pma tint black demo to include Ivan's shader from #993. 2017-09-25 15:02:46 +02:00
badlogic
1b9762a54f [webgl] Added PMA & tint black test. 2017-09-25 14:21:48 +02:00
badlogic
c1538b113b [cocos2d-x] Added ETC1 support, thanks @halx99. Closes #989 2017-09-25 11:44:28 +02:00
John
a8f50bdecc [csharp] Better Skeleton.SetSkin docs.
Based on e4ee88574f.
2017-09-24 20:59:17 +08:00
NathanSweet
9e97eb2bfa Merge remote-tracking branch 'origin/3.6' into 3.6 2017-09-22 14:24:47 +02:00
NathanSweet
e4ee88574f [libgdx] Better Skeleton#setSkin javadocs. 2017-09-22 14:24:42 +02:00
badlogic
b838248e39 [webgl] jugglin in canvases at 10% margins, render in scroll callback. Alleviates black canvases of death a little bit, but not much. 2017-09-15 16:31:50 +02:00
badlogic
e68f1cb4cc [webgl] Fixed css of canvases for standalone demos. On FF Android, the context limit is 2, so we adhere to that now, resulting in terrible artifacts. Using 5 preallocated contexts for other browsers. 2017-09-15 13:59:51 +02:00
badlogic
786f24c7dc [ue4] Don't redefine SP_API in dll.h, seems UBT passes -werror,-wmacro-redefine to compiler by default. Closes #994 2017-09-15 11:00:28 +02:00
badlogic
61394b9317 [webgl] Increased number of preallocated canvases to 4, seems save on mobile. 2017-09-15 10:59:39 +02:00
badlogic
cb9e025390 [webgl] Added visibility check to demo mainloop. 2017-09-15 10:07:43 +02:00
NathanSweet
705a523949 Fixed up layout to be similar to real demos page. 2017-09-14 20:22:03 +02:00
NathanSweet
1cb78f658d Shoot after moving hoverboard crosshair. 2017-09-14 20:21:41 +02:00
badlogic
4fe53ac856 [webgl] Refactored WebGL demos. They reuse a preallocated set of canvases to limit the number of WebGL contexts required. At most 3 canvases can be visible at a time, so we preallocate 3 canvases, then dynamically attach them to placeholder divs based on their visibility. I'm a juggalo. 2017-09-14 15:47:51 +02:00