randolphburt
d8d681d665
Update MonoGame windows 8 store example app to run the raptor IK animation.
2014-09-01 22:27:07 +01:00
NathanSweet
afe1e7ea96
Added IK keys to raptor example.
2014-09-01 18:42:01 +02:00
NathanSweet
2cfb6ad980
Moved Skeleton refernce from Slot to Bone.
2014-08-31 12:47:04 +02:00
NathanSweet
668a31fdda
Updated raptor.
2014-08-30 17:57:05 +02:00
NathanSweet
e6e7f0bd5d
IK constraints for spine-csharp.
2014-08-30 17:04:13 +02:00
NathanSweet
4424a41411
Use short indices.
2014-05-19 15:35:45 +02:00
NathanSweet
57b5f3a35f
Updated example skeleton.
2014-04-25 18:50:43 +02:00
randolphburt
b75bb765fe
Link existing assets and code from XNA example to make a MonoGame WindowsStore example project.
2014-04-25 00:24:56 +01:00
NathanSweet
5b68fe5190
Meshes, FFD and skinning for spine-csharp and spine-xna.
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Also updated example projects for spine-unity and spine-tk2d, but no meshes, FFD or skinning for those two yet.
2014-04-24 17:32:23 +02:00
NathanSweet
26e4fb0d74
License header update.
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2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00
NathanSweet
12a625917a
Updated to new AnimationState delegates.
2014-01-26 21:14:24 +01:00
NathanSweet
661a0436bc
Documentation
2014-01-20 04:51:20 +01:00
NathanSweet
b0c96fd66b
Typo
2014-01-11 21:20:46 +01:00
NathanSweet
d520addb9b
Updated license to version 2.
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Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent!
Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt ) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license.
With this fixed, I hope we never need to change the license again!
2014-01-11 21:07:28 +01:00
NathanSweet
0008e4afe5
Expose BasicEffect.
2013-12-22 20:59:11 +01:00
NathanSweet
98e4c0e7e5
Better C# events.
2013-10-17 01:13:36 +02:00
Liquidoodle
b51a110c54
Fixed file loading for XNA on Windows Phone 7.
2013-10-10 18:02:50 +01:00
NathanSweet
9a347d5eb8
Updated license.
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Nailed it this time, quite sure!
2013-10-04 04:13:09 +02:00
NathanSweet
47ce2a40c1
Minor update to the license to include education.
2013-10-01 14:55:15 +02:00
NathanSweet
58545382fc
Fixed reading ints.
2013-09-27 14:03:07 +02:00
NathanSweet
359b25d9d4
spine-tk2d and spine-unity updated to latest spine-csharp.
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closes #120
closes #125
2013-09-26 10:02:17 +02:00
NathanSweet
98bf05c305
Minor cleanup.
2013-09-26 09:36:23 +02:00
NathanSweet
2df28f8564
More AnimationState refactoring, getting good!
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#113
2013-09-25 19:39:48 +02:00
NathanSweet
0049b4f7b4
Refactored AnimationState to better support setting a to/from time.
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#113
2013-09-25 12:13:57 +02:00
NathanSweet
6f2cc72aaf
spine-xna no longer premultiplies alpha on load. Do it when packing the atlas.
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This is just simpler all around. The renderer has a setting to know if premultiplied is being used. #121
2013-09-25 10:10:11 +02:00
NathanSweet
1f3dceed40
Fixed alpha in spine-xna.
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#121
2013-09-25 10:04:32 +02:00
NathanSweet
8cec4eb354
Simplified SkeletonBounds AABB computation.
2013-09-24 15:37:46 +02:00
NathanSweet
2b86668f4e
More efficient draw order when bind pose order is keyed.
2013-09-24 11:10:10 +02:00
NathanSweet
1d58df24a6
Fixed renderer colors.
2013-09-23 20:36:37 +02:00
NathanSweet
8bd2171250
Minor changes.
2013-09-23 11:21:44 +02:00
NathanSweet
d2d6919afb
Event timeline for spine-csharp.
2013-09-22 22:33:38 +02:00
NathanSweet
e2fccf72d6
License update.
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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.
2013-09-20 19:46:23 +02:00
NathanSweet
1db0e71257
Minor updates.
2013-09-20 18:56:21 +02:00
NathanSweet
e1fe518261
Bounding boxes for spine-csharp.
2013-09-20 16:42:55 +02:00
NathanSweet
734505c91c
Additive blending for spine-csharp and spine-xna.
2013-09-20 14:03:52 +02:00
NathanSweet
a511e267d2
Keyable draw order for spine-csharp.
2013-09-20 13:49:31 +02:00
NathanSweet
9ac25382ae
Fixed XNA projects.
2013-09-20 13:22:14 +02:00
Nathan Sweet
d26317ab99
Merge pull request #108 from CloneDeath/master
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Made a 2nd "_xna" .csproj file for the C# runtimes. This is unavoidable,...
2013-08-22 11:44:12 -07:00
Nicholas Rodine
4cc0a2b5ab
Made a 2nd "_xna" .csproj file for the C# runtimes. This is unavoidable, as microsoft is ass-backwards. The proper solution would be to add an "XNA" configuration (or even better, "XNA-XBOX" and "XNA-Windows" configuration), but Microsoft requires that any project referenced by XNA also import XNA, even if the base project doesn't depend on it.
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Removed a lot of unneccessary stuff from the normal spine-csharp.csproj file, as no one else has Ultimate Edition and they were not configured properly.
Changed the XNA solution to point to the _xna csproj.
2013-08-22 10:38:55 -04:00
Nathan Sweet
61653dd6fe
Merge pull request #104 from ThirdNerve/issue102
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Issue #102 : The Spine XNA and XNA example projects can't be opened in Visual Studio 2012
2013-08-16 08:06:22 -07:00
NathanSweet
d641dbc414
Fixed memory leak. Formatting.
2013-08-16 12:22:55 +02:00
UnleashMayhem
16684f6714
Removed XNA project type from the Spine XNA and XNA example projects.
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This allows these projects to be opened in Visual studio 2012.
2013-08-11 11:35:58 +01:00
Nathan Sweet
c0fe9d89ed
Merge pull request #101 from ThirdNerve/issue100
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Issue #100 Used the AtlasRegion page RenderObject as the Texture2D to draw the skeleton with
2013-08-07 02:06:38 -07:00
Morrison Cole
2d869518d7
Issue #100 Used the AtlasRegion page RenderObject (rather than the incorrect RegionAttachment RenderObject) as the Texture2D to draw the skeleton with
2013-08-06 22:04:09 +01:00
Morrison Cole
11cf2629d2
Issue #98 Added the missing data folder to the XNA example project and set the files to copy into the output directory
2013-08-06 21:09:10 +01:00
AKnopf
0e17a170b6
Update Example: Positioning of Skeleton
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Its better to set X and Y of the skeleton then setting X and Y of the root bone.
2013-06-20 19:09:04 +02:00
Randolph Burt
2760fc3ddd
Ensured MonoGame compatibility for Windows 8 Store Apps.
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The security is such that you cannot load from a stream in the 'normal .net way' - you must instead use specific Windows.Storage methods.
2013-06-18 23:37:30 +01:00
Randolph Burt
021714bf0d
Ensured compatibility with MonoGame for iOS.
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iOS MonoGame has no implementation for GetData/SetData, however we don't need to worry about the volatility of Textures with regards to screen resolution re-size as this is not an issue on iOS.
2013-06-18 22:55:35 +01:00
BigRedPK
877fc97d21
Update Util.cs
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Remove unneeded casts.
2013-06-12 10:46:37 -05:00
BigRedPK
2837adaf9d
Update Util.cs
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RenderTarget2D is volatile. This means when there is any change to screen resolution, the content will be lost. This is common when changing to full-screen, alt+tab, screensavers, and locking/unlocking the computer. We can counteract this by directly setting the content of Texture2D.
2013-06-12 10:46:05 -05:00