- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes
- Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes
- Updated all spine-c based runtime READMEs with new usage and example instructions
- Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated
- Renamed spine-cocos2d-iphone to spine-cocos2d-iphone
Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps
Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory
Added Visual Studio support to CMake build
Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier
Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build
Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github
Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx
spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00
* Added CMake build for spine-c and spine-sfml
* Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still
* Added transform constraint rotate, scale, and shear offsets and mixes
* Added spTransformConstraintTimeline
* Added bone shearing
* Added spShearTimeline
* Changed spSkeleton_updateCache
* Changed JSON format, see http://esotericsoftware.com/spine-json-format
Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c
Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE
Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples
Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore
Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros
New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet
Fixed spine-cocos2dx Visual Studio projects
Reworked cocos2dx dependency resolution
Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example
Updated spine-sfml README with instructions for Windows
Updated spine-sfml README with instructions for Linux and Mac OS X
Fixed README formatting
More formatting, sorry, can't preview markdown...
More README changes
Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README
Updated spine-cocos2d-objc README
Added context when exceptions are thrown during attachment and animation parsing.
Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version.
[Unity] Update BoneFollower
Added coverting linkedmesh to weightedlinkedmesh.
[LUA] AnimationState trackCount bugfixes (#466)
* resolved conflict
* made trackCount keep count, not maximum track index.
Prettier with varargs.
Updated .gitignore to exclude cocos2dx dependencies
Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
Holy refuctoring! Sorry for the change, but some libraries were having naming conflicts. You can define SPINE_SHORT_NAMES before including spine-c headers if you want to use structs and functions without the "sp" prefix, as it was before.
This has some API breakage, sorry. The new AnimationState now handles multiple "tracks", which makes it easier to apply and queue multiple animations at the same time, no longer do we need multiple AnimationStates.
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.
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.