3677 Commits

Author SHA1 Message Date
smaren
c28bbebf80 [TS] WebKit 602 disappearing graphics bug (#1093)
* Added a fix for the iOS 10 issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109

* Renamed uselessFunction and updated documentation
2018-04-04 11:39:31 +02:00
pharan
0a61f34c61 [unity] Updated examples. 2018-04-04 17:17:06 +08:00
badlogic
781057ddb1 [ue4] First steps towards UMG widgets. 2018-03-28 17:03:11 +02:00
John
9bf12a4299
[unity] Fix FindBaseOrSiblingProperty. 2018-03-27 10:14:42 +08:00
pharan
17ce8d5bcf [unity] 2D Option for KinematicShadow. 2018-03-24 06:20:47 +08:00
pharan
e46a04a130 [unity] Fix tangents not being solved. 2018-03-24 06:19:41 +08:00
pharan
f5c2571c44 [unity] Some editor cleanup. 2018-03-24 06:18:47 +08:00
NathanSweet
b93686c185 [libgdx] Added SkeletonDrawable. 2018-03-22 12:03:37 +01:00
NathanSweet
409f7ed133 [libgdx] Delegate to the specific batch rendering methods. 2018-03-22 12:03:26 +01:00
badlogic
ce3c04da6d [ue4] Added missing assets. 2018-03-20 16:43:54 +01:00
badlogic
67b8aed689 [ue4] Fixed collision mesh cooking. See #1085 2018-03-20 16:40:57 +01:00
badlogic
0c02bace47 [c][ue4] Don't redefine DLLIMPORT/EXPORT on Android. See #1088 2018-03-20 15:04:19 +01:00
Pieter Vantorre
a94d2f3c34 Don't use UE4 allocators in editor mode 2018-03-20 12:33:22 +01:00
Pieter Vantorre
f89f3fad21 Use UE4's memory management functions.
This fixes unexpected behavior on certain platforms for which
UE4 specifically limits the maximum allocation size of malloc
in favor of using optimized allocation schemes.
2018-03-20 09:21:47 +01:00
pharan
05d9372c0e [unity] Add straight alpha Fill and Tint shaders. 2018-03-19 01:11:24 +08:00
John
294ab507b5
[unity] Fix DrawBoundingBoxes. 2018-03-14 23:15:16 +08:00
John
37e8f92867
[unity] Fix DrawBoundingBox count checks. 2018-03-14 23:08:22 +08:00
badlogic
e20428b026 [as3][starling] Extended SpineboyExample to show how to use bounding box world vertices. 2018-03-14 11:59:58 +01:00
John
9e3c31839d
[unity] Revert ctor use to default(T). 2018-03-13 00:37:39 +08:00
John
578b9e3660
[unity] Handle Unity2017.3 patch Color32 attrib. 2018-03-13 00:09:54 +08:00
pharan
2345764fbf [csharp] Port RegionAttachment.java checking for compatible region values. 2018-03-08 22:40:00 +08:00
pharan
0b01953690 [csharp] Some cleanup. 2018-03-08 22:38:28 +08:00
pharan
0f5172a89d [unity] Hint at code with fixed eye normal. 2018-03-08 22:36:42 +08:00
pharan
9958bf48e8 [unity] Allow skeleton data to load without atlases. 2018-03-08 22:35:00 +08:00
pharan
d3bce39d65 [unity] Updated compatibility just for json. 2018-03-08 22:28:42 +08:00
pharan
a8921ac7e3 [unity] Some SpineEditorUtilities cleanup. 2018-03-08 22:02:15 +08:00
pharan
aaeee6de13 [unity] Move Components into their own folder. 2018-03-08 22:00:19 +08:00
pharan
cb29ca9ae4 [unity] Move Components into their own folder. 2018-03-08 21:59:47 +08:00
John
83d0e6b9be
[unity] Handle arrays in FindBaseOrSiblingProperty 2018-03-07 01:50:20 +08:00
John
f4d12bae6e
[unity] Handle editor adding the same InstanceID to the Dictionaires more than once. 2018-03-04 14:00:13 +08:00
badlogic
4f446e7952 [maven-release-plugin] prepare for next development iteration 2018-02-23 11:12:40 +01:00
badlogic
03f3aadca3 [maven-release-plugin] prepare release spine-libgdx-3.6.52.1 spine-libgdx-3.6.52.1 2018-02-23 11:12:34 +01:00
badlogic
4d5010680d [ts][webgl] Slot range rendering in SkeletonRenderer and SceneRenderer. Closes #1083 2018-02-16 13:47:03 +01:00
badlogic
db504d7bc6 Updated UE4 project to use 4.18. 2018-02-13 14:09:43 +01:00
pharan
1606933335 [unity] Rename Examples to Spine Examples 2018-02-11 18:13:52 +08:00
pharan
398884f294 [unity] Remove old Gizmos folder meta file. 2018-02-11 18:09:58 +08:00
pharan
3be056c422 [unity] Add PointFollower editor conveniences. 2018-02-09 17:45:16 +08:00
pharan
ca870d6b19 [unity] Add PointFollower. 2018-02-08 22:16:06 +08:00
badlogic
a0340f82f5 Merge branch '3.6' of https://github.com/esotericsoftware/spine-runtimes into 3.6 2018-02-08 14:40:21 +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
John
f5d62bf88a
[unity] Fix <none> item for [SpineSlot] attribute. 2018-02-08 21:32:09 +08:00
badlogic
d27a9a3d87 [starling] Remove allocations in TwoColorEffect. Closes #1078 2018-02-08 14:02:13 +01:00
badlogic
39c63887c0 Merge branch '3.6' of https://github.com/esotericsoftware/spine-runtimes into 3.6 2018-02-06 15:16:44 +01:00
badlogic
eecde9e871 [cocos2d-x] Closes #1075, added SkeletonRenderer:setSlotsRange and SkeletonRenderer::createWithSkeleton. Allows rendering parts of a single skeleton, mixed with other nodes. See SkeletonRendererSeparator.cpp for an example. 2018-02-06 15:16:23 +01:00
pharan
cf7447628b [unity] Use IHasSkeletonDataAsset interface. 2018-02-01 13:04:27 +08:00
pharan
4c7a6b6501 [unity] Use explicit primitive type instead of var. 2018-02-01 13:03:29 +08:00
pharan
1d5b62c2fd [unity] Skip SkeletonUtility follow post-local phase if bones are not constrained. 2018-01-31 19:32:34 +08:00
pharan
9e89e37c54 [unity] Disabled HingeChain2D code. 2018-01-31 19:27:34 +08:00
pharan
b7b839063b [unity] Fix unconstrained SkeletonUtility following one frame behind. 2018-01-31 19:27:07 +08:00
pharan
c584de7c26 [unity] Make Skeleton Material preview 2D. 2018-01-31 19:19:54 +08:00