Mario Zechner
c41cc94008
[runtime] Revert changes to owl-pro.spine
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Conversion to 4.0.31 and export breaks additive blending even more.
2021-09-14 00:44:00 +02:00
Mario Zechner
67c0d39eab
[runtimes] Fixed owl example project, export and runtime scripts
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The owl example project was not keying the control bone, leading to incorrect additive blending. The export.sh and runtimes.sh script in example/export did not account for the folder structure change in spine-ts.
2021-09-14 00:02:04 +02:00
Nathan Sweet
7d6cdcd9d8
Applied oxipng.
2021-08-04 18:44:16 -04:00
Nathan Sweet
551f33b2d1
[ts] Clean up, build fixes.
2021-05-30 20:17:54 -04:00
Nathan Sweet
6ab69e62fc
[as3] SkeletonBinary 4.0 port.
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#1796
2021-05-30 16:54:09 -04:00
badlogic
688d855006
[runtimes] Updated examples with Editor version 4.0.58-beta.
2021-03-01 10:05:26 +01:00
Nathan Sweet
98a6c8f696
Exported examples with export.sh 4.0.05-beta and ran runtimes.sh.
2020-10-10 16:22:40 -07:00
badlogic
b67bf992a0
Single bone IK fix and license header update. Closes #1580 , closes #1581 .
2019-12-20 12:20:46 +01:00
badlogic
e039625430
Removed stretchyman-stretchy-ik from all examples.
2019-08-05 17:41:15 +02:00
badlogic
bb51ec7f23
Updated examples, removed stretch-ik stretchyman.
2019-08-05 17:31:15 +02:00
badlogic
f8f495524e
Updated example exports, fixed up example projects with mix-and-match skin api demo.
2019-07-09 13:47:05 +02:00
badlogic
6850a019ec
Updated examples again, final binary format change.
2019-06-19 18:02:20 +02:00
badlogic
5f13f1b8e6
Exported all examples with 3.8.25-beta to include file format changes in .json and .skel files.
2019-06-19 16:56:47 +02:00
badlogic
e8866cc730
[as3] Added SkeletonBinary to load binary .skel files. See #1095 .
2019-06-18 11:12:18 +02:00
badlogic
2946cec9d1
[ts][as3] Added mix-and-match example. See #1375 .
2019-06-13 16:39:50 +02:00
badlogic
5d974e4480
Added mix-and-match assets, modified export scripts, added libGDX sample. See #1375 .
2019-06-13 15:58:16 +02:00
badlogic
900085d26f
[as3] Ported skin bones/constraints changes. See #1346 .
2019-06-05 14:35:35 +02:00
badlogic
1ec6e26b71
Updated example exports and copies in runtime example projects to the latest .json and .skel formats.
2019-06-05 11:20:43 +02:00
badlogic
b1f6b79b68
[as3] Ported all skin API changes, see #841 .
2019-06-03 17:00:34 +02:00
badlogic
07cf3f1f2c
[as3] Ported skin API changes, see #841 .
2019-05-10 16:31:46 +02:00
badlogic
09130b15df
Merge branch '3.7' into 3.8-beta
2019-05-02 11:43:36 +02:00
badlogic
7f7e5f0fec
Updated license headers and LICENSE files.
2019-05-02 11:38:19 +02:00
badlogic
c68d85a1fc
[c][cpp] Ported addition of x/y bounding coordinates to SkeletonData. See #1325 .
2019-04-16 14:06:41 +02:00
badlogic
4406cdfba0
Updated examples in example projects.
2019-02-19 15:59:30 +01:00
badlogic
7a803f8b1b
Updated example project exports.
2018-12-03 17:12:03 +01:00
badlogic
238523d0fc
Updated assets in all runtime example projects except Unity and UE4.
2018-11-19 13:28:58 +01:00
badlogic
939685f66c
Added new PMA samples.
2018-11-15 10:59:50 +01:00
badlogic
c95af40579
Updated all exports, using PMA now where possible in all examples. Did not update UE4 and Unity assets, these need to be updated manually.
2018-11-15 10:58:30 +01:00
badlogic
018d3a9e3d
[as3] Ported holdPrevious in AnimationState. See #1169 .
2018-09-10 16:16:25 +02:00
badlogic
e496bdd6c1
[as3] Added event volume and balance, see #1171 .
2018-09-06 15:43:55 +02:00
badlogic
a4584a1a1c
[ts] Added event volume and balance, see #1171 .
2018-09-06 14:45:55 +02:00
badlogic
74734bc542
[runtimes] Re-exported samples with 3.7.
2018-09-03 15:16:20 +02:00
badlogic
4b66fffcd7
[cpp] Updated samples to include stretch IK flag, implemented stretchy IK for C++.
2018-08-14 14:30:11 +02:00
Mario Zechner
8621472bb4
[as3] Ported stretchy IK. See #1142 .
2018-08-06 16:08:47 +02:00
Mario Zechner
cdc2d5bc88
[ts] Ported stretchy IK. See #1142 .
2018-08-06 15:09:08 +02:00
Mario Zechner
ac7fe7ca80
Updated examples to 3.7, including stretchy ik.
2018-08-03 14:57:10 +02:00
badlogic
4981aa69b9
[as3] Port fix to AnimationState, see #1092
2018-03-28 14:05:06 +02:00
badlogic
6cd676eaf3
Merge branch '3.6' into 3.7-beta
2018-03-20 15:07:21 +01:00
badlogic
e20428b026
[as3][starling] Extended SpineboyExample to show how to use bounding box world vertices.
2018-03-14 11:59:58 +01:00
badlogic
814dcf302b
Merge branch '3.6' into 3.7-beta
2018-02-08 16:29:13 +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
badlogic
6a556de014
[as3] Ported additive blending. See #1029 , #1060
2018-01-23 15:45:33 +01:00
badlogic
90e1a5ca5a
Updated owl.
2018-01-19 13:15:31 +01:00
badlogic
18eec077e4
Updated owl to key blink animation properly.
2018-01-18 15:52:09 +01:00
badlogic
b547280eb9
Updated samples, added owl.
2018-01-18 15:18:31 +01:00
badlogic
902e5e5432
[starling] Reverted example changes.
2017-10-11 11:10:23 +02:00
badlogic
f31d98506c
[as3] Fixed DeformTimeline, see #1016 .
2017-10-11 11:05:08 +02:00
badlogic
f2bd63ce6c
[as3][starling] Fixed StarlingAtlasAttachmentLoader. Thanks @vync79. Closes #939
2017-07-17 14:18:26 +02:00
badlogic
943b4f98a7
[as3][starling] Added VertexEffect and implementations plus support for Starling. See #898
2017-06-27 14:25:02 +02:00
badlogic
9bd1153518
Updated examples and runtime demo code
2017-06-19 16:47:28 +02:00