badlogic
6bcdd45a05
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-07-18 14:56:55 +02:00
badlogic
0150cf5e2d
[ue4] Don't render invisible skeletons/slots/attachments.
2018-07-18 14:42:57 +02:00
badlogic
b0c88b2322
Fixed up build for UE 4.20 preview 5. Packaging compiler flags are more strict than editor compiler flags...
2018-07-13 14:27:34 +02:00
badlogic
fbe0692c4c
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-07-03 13:45:19 +02:00
badlogic
71c0887dab
[ue4] Added error dialogs when skeleton and atlas couldn't be loaded.
2018-07-03 12:14:59 +02:00
badlogic
4aceccc1ca
More UMG code, doesn't render.
2018-06-13 18:04:44 +02:00
badlogic
79e607a5f1
Added SpineSkeletonComponent::GetBones, closes #1082 .
2018-06-13 15:08:14 +02:00
badlogic
048afd8e09
More changes to CHANGELOG.
2018-06-11 14:58:06 +02:00
badlogic
4273b798f3
[ue4] Added commented build line in plugin Build.cs for UE 4.20. Updated C++ sample.
2018-06-08 15:40:14 +02:00
badlogic
d3c104c20b
[ue4] Final clean-up.
2018-06-08 14:58:02 +02:00
badlogic
ca6a6fc930
Updated all READMEs.
2018-06-08 14:18:51 +02:00
badlogic
188cb5908c
[ue4] Disabled collision mesh generation. Both ProceduralMeshComponent and RuntimeMeshComponent produce a gazillion PhysiX files in the derived data cache. There is no work-around apart from creation collision shapes manually and attaching them to the default scene component of an actor.
2018-06-07 16:45:47 +02:00
badlogic
fbd8fa5bea
[ue4] Removed RuntimeMeshComponent. We use ProceduralMeshComponent now. Currently does not support two color tinting.
2018-06-07 15:44:51 +02:00
badlogic
94fe8d6c28
[ue4] Added ProceduralMeshComponent based skeleton renderer component.
2018-06-07 14:48:22 +02:00
badlogic
77d4dd5a41
[ue4] Modified Atlas so it exposes it's methods across shared libs. Everything in UE4 is compiling now.
2018-06-06 16:46:50 +02:00
badlogic
1454f8a97a
[ue4] Fixed up spine-cpp for use in UE4.
2018-06-06 15:44:09 +02:00
badlogic
42344c90b3
[ue4] Fixed up build system and README.
2018-06-05 15:10:30 +02:00
badlogic
acca89688d
[ue4] Fixes FMemory::Free crash. Still unsure why this is happening. Possibly cross-DLL allocation/free.
2018-04-17 11:50:51 +02:00
badlogic
781057ddb1
[ue4] First steps towards UMG widgets.
2018-03-28 17:03:11 +02:00
badlogic
ce3c04da6d
[ue4] Added missing assets.
2018-03-20 16:43:54 +01:00
badlogic
67b8aed689
[ue4] Fixed collision mesh cooking. See #1085
2018-03-20 16:40:57 +01:00
badlogic
0c02bace47
[c][ue4] Don't redefine DLLIMPORT/EXPORT on Android. See #1088
2018-03-20 15:04:19 +01:00
Pieter Vantorre
a94d2f3c34
Don't use UE4 allocators in editor mode
2018-03-20 12:33:22 +01:00
Pieter Vantorre
f89f3fad21
Use UE4's memory management functions.
...
This fixes unexpected behavior on certain platforms for which
UE4 specifically limits the maximum allocation size of malloc
in favor of using optimized allocation schemes.
2018-03-20 09:21:47 +01:00
badlogic
db504d7bc6
Updated UE4 project to use 4.18.
2018-02-13 14:09:43 +01:00
badlogic
33a00182ff
[ue4] Need to temporarily disable queue draining of animation state when setting or adding new animations. Closes #1037
2017-11-10 11:13:33 +01:00
badlogic
ed24d3b33f
[ue4] Updated to 4.18, fixed compilation error in RuntimeMEshComponentDetails.cpp, kept compatibility with older versions.
2017-10-30 10:11:07 +01:00
badlogic
aab6d81e34
[ue4] Fixed tint black, see #1003 .
2017-10-13 14:44:10 +02:00
badlogic
77221b4cee
[ue4] SkeletonRendererComponent now generates collision meshes by default.
2017-10-12 15:39:58 +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
badlogic
61b9e76cfe
[ue4] Cleaned up MySceneComponent
2017-09-05 11:56:40 +02:00
badlogic
91d44b29fd
[c] Introduced SP_API macro so we can use __declspec on MSVC. [ue4] Clean-up, minor improvements.
2017-08-29 15:19:33 +02:00
badlogic
e7ae2435b0
[ue4] More changes to cpp example
2017-08-29 11:39:11 +02:00
badlogic
e02f8b7a1c
[ue4] Updated to 4.17, fixed build system, fixed c++ example. Closes
2017-08-29 11:37:19 +02:00
Mario Zechner
75d004a2e7
Update README.md
2017-07-20 11:37:58 +02:00
badlogic
dfb8861de4
Updated supported versions in README.md
2017-07-12 11:25:54 +02:00
badlogic
3be988e12f
Updated READMEs to point to correct zips
2017-07-12 11:20:55 +02:00
badlogic
15011e81b7
[ue4] Added simple C++ example
2017-07-04 11:21:12 +02:00
badlogic
37f555a5c7
[ue4] Removed ProceduralMeshComponent reference from example project. Breaks HTML5 build. Thanks @NuLL3rr0r
2017-06-20 19:46:34 +02:00
badlogic
369c85ab42
[ue4] Updated to 4.16
2017-06-14 15:17:48 +02:00
pharan
265d9413d3
Merge branch 'master' into 3.6-beta
...
Conflicts:
spine-unity/Assets/spine-unity/Editor/SpineEditorUtilities.cs
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs
spine-unity/Assets/spine-unity/SkeletonAnimator.cs
2017-06-14 19:46:14 +08:00
Mohammad S. Babaei
d4d2165b25
[ue4] make the plugin build on UE 4.16.x ( #922 )
2017-06-11 21:33:14 +02:00
badlogic
9c38d3faf0
Merge branch 'master' into 3.6-beta
2017-05-24 11:26:04 +02:00
badlogic
39ac179cdb
[ue4] Fixed camera position in sample 4
2017-05-24 11:19:41 +02:00
badlogic
6ccde168c7
[ue4] Fixed inheritance of include paths, looks like this changed in 4.15.2
2017-05-24 11:18:52 +02:00
badlogic
ffddfe51b4
[ue4] Implemented two color tinting.
2017-05-24 10:55:32 +02:00
badlogic
8ae6f56294
[ue4] Using packed vertex format, implemented two color tint in test material.
2017-05-23 14:26:34 +02:00
badlogic
e56f4f9fcb
[ue4] Updated test assets
2017-05-22 19:37:05 +02:00
badlogic
0dc67709d2
[ue4] First steps toward two color tint
2017-05-22 19:34:58 +02:00
badlogic
4b4c3aba22
[ue4] Switched to the excellent RuntimeMeshComponent by Koderz. Gives greater flexibility regarding vertex format and a bit of a performance boost
2017-05-22 18:00:59 +02:00