29 Commits

Author SHA1 Message Date
NathanSweet
9f19d9af39 FFD 2014-01-15 04:16:36 +01:00
NathanSweet
b0c96fd66b Typo 2014-01-11 21:20:46 +01:00
NathanSweet
d520addb9b Updated license to version 2.
Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent!

Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license.

With this fixed, I hope we never need to change the license again!
2014-01-11 21:07:28 +01:00
NathanSweet
1c9973ef1d MeshAttachment support. 2013-12-21 18:49:23 +01:00
NathanSweet
5ef80af12e Fixed binary path. 2013-12-06 12:37:54 +01:00
NathanSweet
d8a3f2231c Refactored AttachmentLoader, allowing parameters per attachment type. Added attachment path. Added per attachment color. 2013-11-07 21:48:36 +01:00
NathanSweet
d0a65081df Clean up. 2013-10-12 12:42:18 +02:00
NathanSweet
9a347d5eb8 Updated license.
Nailed it this time, quite sure!
2013-10-04 04:13:09 +02:00
NathanSweet
47ce2a40c1 Minor update to the license to include education. 2013-10-01 14:55:15 +02:00
NathanSweet
e2fccf72d6 License update.
Changed from New BSD to a custom license. The new license requires a Spine license to use the code. If you have a valid Spine license, you can do whatever you like with the code. This should not be a problem for anyone using the runtimes with Spine, nothing changes. If using the runtimes without a Spine license, you now need a Spine license. This is because the runtimes were created explicitly to be used with Spine.
2013-09-20 19:46:23 +02:00
NathanSweet
318a3c8ece Bounding box support. 2013-09-04 00:25:46 +02:00
NathanSweet
4b7a9633a7 Better draw order key loading. 2013-08-20 17:56:53 +02:00
NathanSweet
f174b1a3cb Keyable draw order and other fixes. 2013-08-19 23:10:11 +02:00
NathanSweet
9ee2a1c1c0 Events added to binary. 2013-08-13 15:32:32 +02:00
NathanSweet
354d3b75d6 Event timeline. 2013-08-08 22:57:57 +02:00
NathanSweet
7a08bad7c7 Minor updates. 2013-06-11 19:45:05 +02:00
NathanSweet
d237ed758b Cleaned up warnings, #50. 2013-05-24 11:24:22 +02:00
NathanSweet
8c3a4e4761 Added bone inherit rotation and scale, and slot additive blending. 2013-05-22 06:44:46 +02:00
NathanSweet
23e04c3b08 Refactoring to bring spine-libgdx up to date with spine-csharp and spine-xna. 2013-04-16 12:44:55 +02:00
NathanSweet
d5d5839a15 Allow access to the skin in attachment loader. 2013-04-11 06:14:53 +02:00
NathanSweet
dd27ee184c Changed Spine export format.
There are no longer separate animation files, they are now inside the skeleton file. This means there is just one file to manage, which is cleaner. Now that animations are stored in SkeletonData, they can be looked up by name which leads to cleaner runtime APIs.

cocos2d and cocos2d-x runtimes got a cleaner ObjC/C++ API.
2013-04-04 04:00:45 +02:00
NathanSweet
446e18dccd Renamed TextureAtlasAttachmentLoader. Was too damned long and didn't match spine-c. 2013-03-29 22:13:22 +01:00
NathanSweet
24538adb1a Got rid of the "key" in "keyframes".
We only deal with keyframes in all the animation stuff, it's cleaner without. Sorry if this breaks anyone! Easy fix at least.
2013-03-29 04:10:28 +01:00
NathanSweet
42d072ae8d Simplified Timeline interface. 2013-03-25 12:49:02 +01:00
NathanSweet
159d076f79 Names for animation and skeleton. 2013-03-22 12:57:03 +01:00
NathanSweet
6e9bcfd1d5 License headers for source files. 2013-03-20 14:58:59 +01:00
NathanSweet
695db31d71 libgdx runtime, attachment loader instead of resolver.
Other minor fixes.
2013-03-12 23:20:38 +01:00
NathanSweet
6710c1e9c9 cpp, loading, applying and animating with SFML is working. 2013-02-22 20:04:32 +01:00
NathanSweet
2c78e22855 Initial libgdx runtime. 2013-02-20 01:15:31 +01:00