269 Commits

Author SHA1 Message Date
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
2962d038ea Merge branch '3.7-beta' into 3.7-beta-cpp 2018-10-30 17:11:37 +01:00
badlogic
e4ab2c63f3 [c][cpp][csharp][lua][ts][as3] worldToLocalRotation and localToWorldRotation take shear into account. Fixes #1199. 2018-10-30 17:11:23 +01:00
badlogic
b1f9d062a5 Merge branch '3.7-beta' into 3.7-beta-cpp 2018-10-30 17:00:29 +01:00
badlogic
545ac276a0 [as3] Ported new fix for 0 timeScale not returning to setup pose. See #1194. 2018-10-30 16:31:00 +01:00
badlogic
f825a1a0ae Merge branch '3.7-beta' into 3.7-beta-cpp 2018-10-26 17:44:33 +02:00
badlogic
2cebd72f21 [as3] Port of fix for tangents at position 0 in PathConstraint. See #1198. 2018-10-26 17:36:08 +02:00
badlogic
53d15a47a1 Merge branch '3.7-beta' into 3.7-beta-cpp 2018-10-15 16:52:57 +02:00
badlogic
ed7b4eaaea [as3] Ported 0 timeScale fix, see #1194. 2018-10-15 16:51:15 +02:00
badlogic
939cecdd0f Merge branch '3.7-beta' into 3.7-beta-cpp 2018-09-10 16:16:43 +02:00
badlogic
018d3a9e3d [as3] Ported holdPrevious in AnimationState. See #1169. 2018-09-10 16:16:25 +02:00
badlogic
7c398be3b6 Merge branch '3.7-beta' into 3.7-beta-cpp 2018-09-06 16:01:12 +02:00
badlogic
e496bdd6c1 [as3] Added event volume and balance, see #1171. 2018-09-06 15:43:55 +02:00
badlogic
a4584a1a1c [ts] Added event volume and balance, see #1171. 2018-09-06 14:45:55 +02:00
badlogic
3a64a3d389 Merge branch '3.7-beta' into 3.7-beta-cpp 2018-09-03 15:16:37 +02:00
badlogic
74734bc542 [runtimes] Re-exported samples with 3.7. 2018-09-03 15:16:20 +02:00
badlogic
0cbf875eca Merge branch '3.7-beta' into 3.7-beta-cpp 2018-09-03 15:01:25 +02:00
badlogic
057d81799b [as3] Ported addition of uniform/compressed IK and rotation fix. See #1163. 2018-09-03 15:01:13 +02:00
badlogic
e724231c5f Merge branch '3.7-beta' into 3.7-beta-cpp 2018-08-14 15:09:15 +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
badlogic
f12728f0d2 Merge branch '3.7-beta' into 3.7-beta-cpp 2018-08-09 15:18:15 +02:00
Mario Zechner
8621472bb4 [as3] Ported stretchy IK. See #1142. 2018-08-06 16:08:47 +02:00
Mario Zechner
cdc2d5bc88 [ts] Ported stretchy IK. See #1142. 2018-08-06 15:09:08 +02:00
Mario Zechner
ac7fe7ca80 Updated examples to 3.7, including stretchy ik. 2018-08-03 14:57:10 +02:00
Mario Zechner
6b56eb0d95 [as3][starling] Updated to Player version 30.0. 2018-08-01 16:30:13 +02:00
badlogic
54653d3a9e Merge branch '3.7-beta' into 3.7-beta-cpp 2018-07-24 15:01:36 +02:00
badlogic
fb67ada3d8 [as3] Ported flipX/flipY -> scaleX/scaleY change. See #1142. 2018-07-24 14:39:54 +02:00
badlogic
aa0343ac50 Merge branch '3.7-beta' into 3.7-beta-cpp 2018-06-15 15:33:02 +02:00
badlogic
f38ffc75bf Merge branch '3.6' into 3.7-beta 2018-06-15 15:32:23 +02:00
badlogic
647d124361 [starling] Fixed two color tint. 2018-06-15 15:31:31 +02:00
badlogic
966ed65465 [starling] Updated to Starling 2.4, fixed #1125. When clipping, we can't reuse the cached Mesh of the clipped attachment, but must allocate a new one. Otherwise the Starling MeshBatcher explodes. 2018-06-15 15:02:45 +02:00
badlogic
ca6a6fc930 Updated all READMEs. 2018-06-08 14:18:51 +02:00
badlogic
e406c140be Merge branch '3.6' into 3.7-beta 2018-06-08 13:43:58 +02:00
badlogic
681584056b [runtimes] Back ported fix for #1119 to 3.6. 2018-06-08 13:40:38 +02:00
badlogic
0f219a2eb0 [as3] Ported fix for #1119 2018-06-07 16:56:07 +02:00
badlogic
eb69071a0a Merge branch '3.6' into 3.7-beta 2018-05-16 11:46:01 +02:00
badlogic
3d8e55d909 [as3] Fixes completion event firing for 0 duration animations. See #1112. 2018-05-16 11:31:46 +02:00
badlogic
74d71691fb Merge branch '3.6' into 3.7-beta 2018-05-15 11:26:43 +02:00
badlogic
0d2ca5a62b [starling] Don't perform hit test if SkeletonSprite is invisible or untouchable. Closes #1111 2018-05-15 11:22:31 +02:00
badlogic
e632d4b94f [starling] Don't perform hit test if SkeletonSprite is invisible or untouchable. Closes #1111 2018-05-15 11:20:51 +02:00
badlogic
7da4a9e63c [as3] port of PathConstraint changes, see #1109. 2018-05-04 14:25:33 +02:00
badlogic
d02057b2aa [starling] Updated lib. 2018-04-12 10:48:25 +02:00
badlogic
8594c67b7a Merge branch '3.6' into 3.7-beta 2018-04-12 10:47:09 +02:00
badlogic
63b27b9f46 [as3] Don't submit meshes with alpha==0. Closes #1080 2018-04-12 10:46:57 +02:00
badlogic
4981aa69b9 [as3] Port fix to AnimationState, see #1092 2018-03-28 14:05:06 +02:00
badlogic
6cd676eaf3 Merge branch '3.6' into 3.7-beta 2018-03-20 15:07:21 +01:00
badlogic
e20428b026 [as3][starling] Extended SpineboyExample to show how to use bounding box world vertices. 2018-03-14 11:59:58 +01:00
badlogic
814dcf302b Merge branch '3.6' into 3.7-beta 2018-02-08 16:29:13 +01:00
badlogic
7a10d04e61 [starling] Closes #1078, breaking change. If a skeleton requires two color tinting, you have to enable it manually via SKeletonSprite.twoColorTint = true. Skeletons with two color tinting enabled use TwoColorMeshStyle, which has a different vertex layout and shader compared to the default layout and shaders used by Starling and the spine-starling runtime. This will break your batch and add additional draw calls, use with care. 2018-02-08 14:39:51 +01:00
badlogic
d27a9a3d87 [starling] Remove allocations in TwoColorEffect. Closes #1078 2018-02-08 14:02:13 +01:00