badlogic
8287e90298
[ue4] Added bone follower component, fixed up SkeletonComponent::SetBoneWorldPosition
2016-12-13 14:54:17 +01:00
badlogic
3b21f24027
[ue4] Fixed playback time issue
2016-12-13 12:22:42 +01:00
badlogic
c66088a3f2
[ue4] Fixed SpineSkeletonComponent::GetBoneWorldTransform :D
2016-12-13 12:06:27 +01:00
badlogic
724fdf13c0
[ue4] Exposed more functionality in blueprints. Added more assets and test blueprints to excercise functionality
2016-12-12 15:10:44 +01:00
badlogic
064303c77e
[ue4] Added specifying mixing durations in skeleton data asset via editor or in code
2016-12-09 17:28:08 +01:00
badlogic
ff5792a96f
[ue4] Added missing event delegates, exposed spEvent via USpineEvent wrapper
2016-12-09 13:43:39 +01:00
badlogic
b48617fe7f
Merge branch 'master' into spine-ue4
2016-12-09 11:11:20 +01:00
badlogic
42d4ad76e1
Merge branch 'master' of https://github.com/esotericsoftware/spine-runtimes
2016-12-09 10:13:02 +01:00
badlogic
b3912899ab
[lua] Fixes bug in ColorTimeline
2016-12-09 09:48:19 +01:00
pharan
f3e9a0b1a3
[unity] Fix some SkeletonUtility interaction with constraints.
2016-12-09 11:43:12 +08:00
badlogic
4a0ef931c0
[lua] Fixed method name typo, closes #799
2016-12-08 13:29:19 +01:00
badlogic
168186f170
[lua] Fix modulo usage in AnimationState, closes #798
2016-12-08 13:24:39 +01:00
NathanSweet
e2d76037d8
Merge remote-tracking branch 'origin/master'
2016-12-07 23:51:22 +01:00
NathanSweet
2677eff35c
[libgdx] Use binarySearch method without step param.
2016-12-07 23:51:12 +01:00
pharan
ea36da81e4
[unity] More updated editor code.
2016-12-08 05:21:12 +08:00
pharan
da7bb80953
[unity] SkeletonAnimator optional autoreset.
2016-12-08 05:19:50 +08:00
badlogic
daca67f78a
[ue4] Added ability to listen for animation events on both the animation state and individual track entries.
2016-12-07 17:06:23 +01:00
badlogic
08db67ba1c
[ue4] Trying to get events working on UTrackEntry wrappers
2016-12-07 16:47:07 +01:00
badlogic
704a3f0d4f
Merge branch 'master' into spine-ue4
2016-12-07 13:38:21 +01:00
pharan
86cfefe30d
[unity] Updated editors + OnSceneGUI.
2016-12-07 04:56:33 +08:00
pharan
a7a7dd9e93
[unity] BoneFollower.followLocalScale
2016-12-07 04:44:05 +08:00
badlogic
05f5bbeb1e
[ue4] Switched FTrackEntry to a UObject, should allow us to break it in blueprint editor
2016-12-06 16:13:35 +01:00
badlogic
14f9d28d06
[csharp] Ported latest AnimationState changes, see c512ee5d595076842cbb12d95a3a7f06792b81d1
2016-12-06 13:53:25 +01:00
badlogic
0b30e94241
[as3] Ported latest AnimationState changes, see c512ee5d595076842cbb12d95a3a7f06792b81d1
2016-12-06 13:52:20 +01:00
badlogic
e8fa99557e
[c] Ported latest AnimationState changes, see c512ee5d595076842cbb12d95a3a7f06792b81d1
2016-12-06 13:49:35 +01:00
badlogic
aba6a4b74c
[lua] Ported latest AnimationState changes, see c512ee5d595076842cbb12d95a3a7f06792b81d1
2016-12-06 13:47:10 +01:00
badlogic
ac48da3a14
[ts] Ported latest AnimationState changes, see c512ee5d595076842cbb12d95a3a7f06792b81d1
2016-12-06 13:43:44 +01:00
badlogic
f2e364be3e
[ue4] Refactored skeleton component into two classes, one holding the skeleton, another adding an animation state. Fixed up renderer to be able to deal with both.
2016-12-06 13:37:15 +01:00
NathanSweet
aa49c2d48f
Merge remote-tracking branch 'origin/master'
2016-12-06 13:34:20 +01:00
NathanSweet
c512ee5d59
[libgdx] Don't fire event or complete events when mixDuration is 0.
...
closes #795
2016-12-06 13:34:17 +01:00
badlogic
4c4f2f9539
Merge branch 'master' into spine-ue4
2016-12-06 12:55:14 +01:00
badlogic
27bd17f067
[c] IK bend direction had a sign conversion issue in SkeletonBinary when using -funsigned-char. Closes #794 .
2016-12-05 18:24:20 +01:00
John
ac7979721a
[unity] SpineEditorUtilities fixes.
2016-12-03 05:58:35 +08:00
badlogic
dfd0410acb
[c] Ported latest AnimationState changes. See #792
2016-12-02 15:43:58 +01:00
badlogic
8e9d54b3ad
[lua] Ported latest AnimationState changes. See #792
2016-12-02 15:42:31 +01:00
badlogic
ee9b03bc9d
[as3] Ported latest AnimationState changes. See #792
2016-12-02 15:40:22 +01:00
badlogic
fb327d9000
[ts] Ported latest AnimationState changes. See #792
2016-12-02 15:38:30 +01:00
taigacon
9fedf6877a
Fix a bug caused a crash on VS2013 or later when in Debug mode if there is any Unicode chars such as Chinese in Atlas file. ( #788 )
2016-12-02 15:06:50 +01:00
pharan
b6e7797282
[unity] SkeletonUtility minor cleanup.
2016-12-02 19:32:53 +08:00
pharan
0a8a083cad
[unity] Update YieldInstructions.
2016-12-02 19:32:30 +08:00
John
04b3819a8a
[unity] Fix backwards inherit rotation branch.
2016-12-02 19:20:03 +08:00
John
3884422543
[csharp] AnimationState TrackEntry pooling.
2016-12-02 18:48:39 +08:00
NathanSweet
932467e3ac
[libgdx] Fixed AnimationStateTests.
2016-12-02 04:28:15 +01:00
NathanSweet
d72cbc96be
Merge remote-tracking branch 'origin/master'
2016-12-01 20:20:04 +01:00
NathanSweet
b32957bfe0
[libgdx] Default trackEnd to max value, even for non-looping animations.
...
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
John
896abf8fd7
[csharp] AnimationState fixes.
...
Includes fix: a6ac746b4f
2016-12-02 02:10:42 +08:00
NathanSweet
024b695393
Merge remote-tracking branch 'origin/master'
2016-12-01 17:29:13 +01:00
NathanSweet
a6ac746b4f
[libgdx] Avoid setting a NaN mixAlpha.
...
http://esotericsoftware.com/forum/UNITY-5-4-1f1-BUG-ArithmeticException-NAN-7135?p=34824#p34824
2016-12-01 17:29:04 +01:00
badlogic
fc1676c592
[ue4] First few steps with blueprints.
2016-12-01 16:51:13 +01:00
badlogic
f31c298528
[ue4] Initial set of blueprint functions
2016-12-01 14:33:48 +01:00