10 Commits

Author SHA1 Message Date
Svoka
1ea57900c5 Fixing bugs in Lua runtime; adding support for meshes in Corona runtime; adding spineboy-mesh demo (#600)
Bugs:

* ffd animation was ignoring last frame. Lua has 1-based arrays, so last frame is `frames[#frames]`, not `frames[#frames - 1]`
* nil exception when accessing array lenght after it's confirmed nil. First we check if `not vertices` and in next statement we're trying to check for it's length, which causes exception. This code is logically equivalent to code before but avoids checking potentially nil array for length.
2016-06-04 16:12:43 +02:00
NathanSweet
7c065a76e2 IK for spine-lua, spine-corona, spine-love. 2014-11-16 03:05:46 +01:00
NathanSweet
c3e8058208 Removed test flip timeline. 2014-11-16 00:33:09 +01:00
NathanSweet
59204db7f8 Flip timelines for spine-lua, spine-corona, spine-love. 2014-11-16 00:05:01 +01:00
NathanSweet
81ae526a7b Meshes, FFD and skinning for spine-lua. 2014-05-23 12:37:55 +02:00
Felix Holmgren
ee5dd750a5 Use setAnimationByName instead of setAnimation
* goblin and dragon examples wouldn't start without this fix
2013-10-24 00:36:38 +02:00
NathanSweet
ed4cf32726 spine-lua: bounding boxes. 2013-10-13 17:08:26 +02:00
NathanSweet
a793d2bfa6 spine-lua: keyable draw order, events, new AnimationState. 2013-10-13 14:31:07 +02:00
NathanSweet
8e4f1e5f49 Removed non-uniform scale from dragon for Corona. 2013-09-29 17:01:06 +02:00
NathanSweet
19918edfe7 Better Corona examples. 2013-09-29 16:50:48 +02:00