293 Commits

Author SHA1 Message Date
NathanSweet
bf902936aa Fixed IK when the parent has nonuniform scale and the child Y != 0. 2016-04-12 23:26:08 +02:00
NathanSweet
b22669711d Fixed skeleton flip when rotation and scale are disabled. 2016-04-12 23:25:31 +02:00
NathanSweet
8c55aa1f62 Fixed reading UTF8. 2016-04-09 17:03:20 +02:00
NathanSweet
3a06b829cc Changed binary format for 3.1.05.
* String encoding simplified for reading by using number of bytes rather than number of UTF-8 characters.
* Parent bone index is no longer minus 1 and omitted for root.
* Mesh and weighted mesh vertices array is no longer preceeded by a length. UVs array length is vertex count, not vertex array length. Edges changed to short.
* Bounding box vertices array length is vertex count, not vertex array length.
2016-04-08 20:51:32 +02:00
NathanSweet
a60a0d1b78 Documentation. 2016-04-04 10:19:37 +02:00
NathanSweet
7525c37941 Changed tests to Java 1.7. 2016-04-03 19:11:04 +02:00
NathanSweet
4f3ccc2c51 List the supported editor version on each runtime README.
closes #526
2016-04-03 19:10:47 +02:00
NathanSweet
6c353c1a38 Fixed worldToLocal.
closes #544
2016-04-03 18:30:35 +02:00
NathanSweet
3607e32855 Fixed loading linked meshes from JSON/binary when the source mesh is in a skin. 2016-04-01 22:33:31 +02:00
NathanSweet
3da9f83501 Fixed region scale. 2016-03-31 14:07:43 +02:00
NathanSweet
f2eed37444 Updated spine-libgdx to 3.1.00: linked meshes. 2016-03-03 07:26:49 +01:00
NathanSweet
1e7f6277c2 Updated error message. 2016-02-27 02:13:38 +01:00
NathanSweet
f9d3988ee5 Fixed single bone IK with skeleton flipping. 2016-02-27 02:13:05 +01:00
NathanSweet
b0eec6f411 Changed bone sorting so transform behavior is consistent when IK and transform constraints are mixed. 2016-02-25 07:47:20 +01:00
NathanSweet
d93e1507fc Fixed disabling scale/rotation.
closes #525
2016-02-22 10:18:16 +01:00
NathanSweet
0f723b9fa7 A few fixes and minor improvements. 2016-02-17 03:52:22 +01:00
NathanSweet
4d3b007c99 C89 updates. 2016-02-16 20:39:24 +01:00
NathanSweet
ac2721c553 Fixed flipping to use world axes, fixed disable inherit scale and rotation when flipped. 2016-02-15 02:43:04 +01:00
NathanSweet
bb187daa10 SkinnedMeshAttachment renamed to WeightedMeshAttachment. 2016-02-14 22:48:38 +01:00
NathanSweet
5835337bed Added loading of transform constraints from JSON and binary. 2016-02-14 19:45:54 +01:00
NathanSweet
88207a609c Fixed Skeleton Viewer process staying alive after a crash. 2016-02-14 19:45:38 +01:00
NathanSweet
ca70bd04e6 Fixed single bone IK when a parent is scaled negatively. 2016-02-14 19:45:10 +01:00
NathanSweet
749acb7847 Shouldn't have been committed. 2016-02-11 17:15:47 +01:00
NathanSweet
323df5799e Simpler test animation. 2016-02-11 17:14:48 +01:00
NathanSweet
d5278e8331 Import warning. 2016-02-08 15:40:00 +01:00
NathanSweet
d70c1da866 Fixed disable rotation inheritance. 2016-02-06 17:49:42 +01:00
NathanSweet
cf01d47796 Updated Event in anticipation of AnimationState changes. 2016-01-21 11:38:23 +01:00
NathanSweet
c333b84740 Javadoc. 2016-01-20 14:58:25 +01:00
NathanSweet
8e9595f496 Fixed missing inherit scale/rotation. 2016-01-20 14:58:13 +01:00
NathanSweet
4d9c3d5ec4 Backward attachment check!
Ouch!
2016-01-15 07:10:08 +01:00
NathanSweet
318b9939e6 Made consistent when slot vertices and attachment time are reset.
setAttachment resets vertices and attachment time only if the attachment actually changed. setToSetupPose always resets vertices and attachment time.

http://esotericsoftware.com/forum/Spine-API-SetToSetupPose-FFD-Questions-2102?p=26119#p26119
2016-01-15 07:02:09 +01:00
NathanSweet
c7bb3f3af8 Ensure the track entry has the correct time when start and end are fired.
#154
2016-01-12 17:18:45 +01:00
NathanSweet
b6f7e50ff7 Fixed events on first frame not being fired for looping animations when their duration is 1s. 2016-01-12 17:17:49 +01:00
NathanSweet
2650e2679d Apply remaining time to next animation.
Previously one frame worth of delta time was lost.

When the end of an animation is passed, one frame goes by so the animation has a chance to apply its final pose and fire any events on its last few frames. The second animation starts using the amount of time since the actual end of the first animation.

#154
2016-01-12 06:46:11 +01:00
NathanSweet
ec3db90e65 Fixed skeleton flip. 2016-01-12 06:42:41 +01:00
NathanSweet
f8ad5514af AnimationState unit test.
Pharan, y u so silly?!
2016-01-11 09:16:55 +01:00
NathanSweet
426744afc1 Don't require animation selection. 2016-01-11 09:16:07 +01:00
NathanSweet
b9acf228f8 Clean up. 2016-01-11 02:18:37 +01:00
NathanSweet
f748b5b9bc Fixed inherit scale/rotation not being initialized. 2016-01-11 02:18:31 +01:00
NathanSweet
37f2f9e880 Updated for Spine 3.0.00. 2016-01-11 00:32:36 +01:00
NathanSweet
01cb844993 You get a license file, you get a license file, EVERYBODY GETS A LICENSE FILE! 2015-07-30 22:47:00 +02:00
NathanSweet
f06fbb3d8d Clarified licensing on runtimes pages. 2015-07-30 22:44:47 +02:00
NathanSweet
27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00
NathanSweet
fb7db79ff8 Update for latest libgdx. 2015-04-03 22:59:54 +02:00
NathanSweet
f8a76c6455 Blend modes for all runtimes. 2015-04-02 14:20:20 +02:00
NathanSweet
668534a687 Minor cleanup. 2015-03-29 00:46:01 +01:00
NathanSweet
451f7fd18d Updated raptor example data. 2015-03-29 00:45:39 +01:00
NathanSweet
858ca30fd8 Update for latest libgdx. 2015-03-27 01:41:59 +01:00
NathanSweet
0402396c62 Javadocs. 2015-03-19 02:56:52 +01:00
NathanSweet
85dba4aa3a Added bone plotting example. 2015-03-16 14:38:35 +01:00