badlogic
e59d6be170
[libgdx] Closes #1886 , use PolygonSpriteBatch in simple tests.
2021-05-07 12:01:15 +02:00
Nathan Sweet
e649ef05b7
Added AnimationState listener tests for looping and queuing a second animation.
2020-05-01 20:48:35 +02:00
Nathan Sweet
24ff3258ec
[libgdx] Fixed AnimationState tests.
...
Commit a321aa76d556a618a09abb3adeb7473a6c099304 added "|| timeline instanceof EventTimeline" to `computeHold`, so event timelines always use FIRST, never HOLD. This changed the timing slightly and broke the test, but the new timing is better.
2020-04-02 17:38:46 +02:00
badlogic
b67bf992a0
Single bone IK fix and license header update. Closes #1580 , closes #1581 .
2019-12-20 12:20:46 +01:00
badlogic
656b08a32e
[cocos2dx] Added IK example, see #1532 . Also added SkeletonAnimation::setPreUpdateWorldTransformsListener() and SkeletonAnimation::setPostUpdateWorldTransformsListener().
2019-10-28 14:07:25 +01:00
badlogic
b9f8fb3b9e
[libgdx] Added mouse following IK example. See #1532 .
2019-10-24 16:49:53 +02:00
badlogic
bb51ec7f23
Updated examples, removed stretch-ik stretchyman.
2019-08-05 17:31:15 +02:00
badlogic
f8f495524e
Updated example exports, fixed up example projects with mix-and-match skin api demo.
2019-07-09 13:47:05 +02:00
badlogic
6850a019ec
Updated examples again, final binary format change.
2019-06-19 18:02:20 +02:00
badlogic
5f13f1b8e6
Exported all examples with 3.8.25-beta to include file format changes in .json and .skel files.
2019-06-19 16:56:47 +02:00
badlogic
5d974e4480
Added mix-and-match assets, modified export scripts, added libGDX sample. See #1375 .
2019-06-13 15:58:16 +02:00
badlogic
1ec6e26b71
Updated example exports and copies in runtime example projects to the latest .json and .skel formats.
2019-06-05 11:20:43 +02:00
badlogic
8d0ffd08f0
[libgdx] deformAttachment is set for all vertex attachment types on copy.
2019-06-03 14:54:45 +02:00
badlogic
8f6bc427ab
Merge branch '3.8-beta' into skin-bones
2019-05-03 11:23:01 +02:00
badlogic
09130b15df
Merge branch '3.7' into 3.8-beta
2019-05-02 11:43:36 +02:00
badlogic
7f7e5f0fec
Updated license headers and LICENSE files.
2019-05-02 11:38:19 +02:00
NathanSweet
ab2b08f583
Fixed attachment timeline test.
2019-04-30 15:46:15 +02:00
badlogic
86c3aa02ba
Refactored skin API, see #841 . This commit is missing Skin#copy(Skin) which has to handle linked mesh attachments properly.
2019-04-30 15:34:44 +02:00
badlogic
c68d85a1fc
[c][cpp] Ported addition of x/y bounding coordinates to SkeletonData. See #1325 .
2019-04-16 14:06:41 +02:00
badlogic
4406cdfba0
Updated examples in example projects.
2019-02-19 15:59:30 +01:00
badlogic
7a803f8b1b
Updated example project exports.
2018-12-03 17:12:03 +01:00
badlogic
238523d0fc
Updated assets in all runtime example projects except Unity and UE4.
2018-11-19 13:28:58 +01:00
badlogic
c95af40579
Updated all exports, using PMA now where possible in all examples. Did not update UE4 and Unity assets, these need to be updated manually.
2018-11-15 10:58:30 +01:00
badlogic
a4584a1a1c
[ts] Added event volume and balance, see #1171 .
2018-09-06 14:45:55 +02:00
badlogic
74734bc542
[runtimes] Re-exported samples with 3.7.
2018-09-03 15:16:20 +02:00
NathanSweet
9b259c66e0
Added TrackEntry#holdPrevious to avoid dipping in higher tracks.
...
Also:
- Added mixingTo to make track entries a doubly linked list, removing the need for the mixingTo array.
- Renamed dip->hold, timelineData->timelineMode, timelineDipMix->timelineHoldMix ("dip" naming was bad).
2018-08-16 02:51:49 +02:00
badlogic
4b66fffcd7
[cpp] Updated samples to include stretch IK flag, implemented stretchy IK for C++.
2018-08-14 14:30:11 +02:00
Mario Zechner
ac7fe7ca80
Updated examples to 3.7, including stretchy ik.
2018-08-03 14:57:10 +02:00
NathanSweet
d9a6b9151b
Changed skeleton flipX/Y to scaleX/Y.
...
Cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance.
2018-07-02 16:45:06 +02:00
NathanSweet
83331fa892
[libgdx] Removed unused import.
2018-04-15 18:24:53 +02:00
badlogic
c97553474e
Added new assets for libGDX tests.
2018-04-12 10:24:42 +02:00
badlogic
b547280eb9
Updated samples, added owl.
2018-01-18 15:18:31 +01:00
NathanSweet
bda035e836
Added additive mixing, still a WIP.
2017-10-27 00:23:41 +02:00
NathanSweet
406a8fba13
[libgdx] Fixed off by 1 errors.
2017-10-21 21:48:04 +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
NathanSweet
942fb4917d
[libgdx] Removed unused import.
2017-07-31 13:17:01 +02:00
badlogic
65d1f51acc
[c][sfml] Added spVertexEffect, and some math utilities. Fixed unit tests.
2017-06-26 14:00:00 +02:00
NathanSweet
3c1c829e97
Remove unused import.
2017-06-21 21:25:26 +02:00
badlogic
ddf38c0ce1
[libGDX] VertexEffect now also lets you modify UVs and light/dark color.
2017-06-21 14:35:55 +02:00
badlogic
9bd1153518
Updated examples and runtime demo code
2017-06-19 16:47:28 +02:00
NathanSweet
55b558064a
Removed spineboy-old binary.
2017-06-17 18:00:02 +02:00
NathanSweet
5540b47f21
Changed Timeline#apply to enum parameters, AnimationState special cases track 0 to apply setup pose before first key.
2017-06-12 02:48:58 +02:00
NathanSweet
088a870463
[libgdx] Return true from AnimationState#apply if any animation was applied.
...
Makes it easier to know when you don't need to call updateWorldTransform.
2017-06-01 21:14:34 +02:00
NathanSweet
42fa637508
[libgdx] Added vertex effects.
2017-05-27 17:43:18 +02:00
NathanSweet
b882fb8c51
Support for multiple mixing without dipping.
...
The multiple mixing setting has been removed. Multiple mixing is always done and dipping is avoided for adjacent track entries.
This is pretty close to complete. Mixing `a -> b` where both key property `x` avoids dipping. If the mix is interrupted by `c`, the dipping is properly mixed out. However, if `c` *also* keys `x`, a dip is seen.
This is good test JSON data:
http://n4te.com/x/1948-6b1G.txt
The problem can be seen by doing `m1 -> m1-dup` then interrupting the mix with `m1`.
Related issues: #621 , #815 , #899 , #900
2017-05-16 04:35:54 +02:00
badlogic
8920840ecf
[starling] Fixed renderer, ignores path attachments. Fixed samples, click on sprites to advance to next sample. Updated assets
2017-04-11 13:11:02 +02:00
badlogic
bb93011144
[libgdx] Fixed Box2D test, offset bounding boxes by skeleton x/y
2017-04-11 12:25:09 +02:00
Nathan Sweet
ff98e136a1
Bit of reorganization.
...
It's pretty now!
2017-04-07 16:54:07 +09:00
Nathan Sweet
c2b1140ef0
Unused import.
2017-04-04 23:26:17 +09:00
badlogic
18f0e6fe7f
[libgdx] Fixed SkeletonClipping, ensure input clipping area is clockwise
2017-04-03 11:42:19 +02:00