NathanSweet
d7c9feb0b5
[libgdx, c] Avoid relying on NaN behavior.
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#903
2017-05-24 17:14:33 +02:00
NathanSweet
a69f9d579f
Removed mixing from limit, dispose track entries ASAP.
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#899
2017-05-24 03:32:36 +02:00
NathanSweet
1de5adf953
IK simplification.
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Just when you thought it couldn't get any simpler.
2017-05-23 18:52:45 +02:00
NathanSweet
0f944b2baf
Limit linked list by speeding up and removing old entries instead of snapping.
2017-05-18 02:37:05 +02:00
NathanSweet
be583ba96d
[libgdx] Moved NaN fix when mixDuration is 0 to setTimelineData.
2017-05-17 15:23:42 +02:00
badlogic
6734145060
[libgdx] Fixed issue with mixDuration on dip mix entry being 0. Caused NaNs when applying mixing from
2017-05-17 13:53:57 +02:00
NathanSweet
2349356584
Fixed interruptAlpha NaN when there is no mixingFrom.
2017-05-17 02:12:19 +02:00
NathanSweet
6140ea31e9
AnimationState clean up.
2017-05-17 02:11:55 +02:00
NathanSweet
859dd76f78
Allow track entries to finish when timeScale is 0.
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closes #806
2017-05-17 02:10:34 +02:00
NathanSweet
d7c4195bc7
Set limit to mixing from track entries.
2017-05-16 14:31:45 +02:00
NathanSweet
02660ddd0a
Fixed dipping when mixing more than 2 animations that key the same property.
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Fixes `a->b,a` where a and b key the same property.
2017-05-16 14:01:44 +02:00
NathanSweet
b882fb8c51
Support for multiple mixing without dipping.
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The multiple mixing setting has been removed. Multiple mixing is always done and dipping is avoided for adjacent track entries.
This is pretty close to complete. Mixing `a -> b` where both key property `x` avoids dipping. If the mix is interrupted by `c`, the dipping is properly mixed out. However, if `c` *also* keys `x`, a dip is seen.
This is good test JSON data:
http://n4te.com/x/1948-6b1G.txt
The problem can be seen by doing `m1 -> m1-dup` then interrupting the mix with `m1`.
Related issues: #621 , #815 , #899 , #900
2017-05-16 04:35:54 +02:00
NathanSweet
d94170b411
Formatting.
2017-05-07 08:43:35 +02:00
NathanSweet
9acf0621d0
[libgdx] Do less work for first bezier segment.
2017-05-07 08:43:35 +02:00
NathanSweet
fdc3419ab0
Removed unused imports.
2017-05-05 14:07:11 +02:00
badlogic
a97d18aafd
[libgdx] Fixed leak in Triangulator
2017-05-04 14:03:24 +02:00
badlogic
8123422f33
[lua] Fixed SkeletonClipping. [corona] Refactored rendering, should be a bit faster as it avoids a bunch of copies. Fixed RegionAttachment to be in alignement with reference implementation
2017-05-04 13:17:54 +02:00
badlogic
1fafbd0cb7
[corona] Added coin sample, added clipping attachment loading, fixed bug in Corona renderer.
2017-05-03 14:45:25 +02:00
badlogic
d218cf1544
[lua] Added triangulator.
2017-05-03 13:44:34 +02:00
badlogic
537f033dad
[c] Added SkeletonClipping and unit/leak test
2017-04-27 14:19:02 +02:00
badlogic
59eb90eb66
[c] Added Triangulator. Decomposition is leaking.
2017-04-24 13:58:55 +02:00
Nathan Sweet
7b40f0c4d0
Return number of clipping polygons.
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For metrics in editor.
2017-04-21 15:07:10 +09:00
Nathan Sweet
a50ee49781
Renamed ConvexDecomposer to Triangulator.
2017-04-21 14:52:02 +09:00
Nathan Sweet
6454d76700
Revert AnimationState fix, which likely breaks mixing > 2 animations (even when multiple mixing is false, by using multiple tracks).
2017-04-21 13:18:15 +09:00
Nathan Sweet
6ceb623e54
Always use timelinesLast when not multipleMixing.
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http://esotericsoftware.com/forum/Blend-Weirdness-in-Unity-3-5-7263?p=38334#p38334
2017-04-21 12:13:53 +09:00
badlogic
0fd553e75a
[csharp][libgdx] Fixed indexing in RegionAttachment. [monogame][xna] Fixed SkeletonMeshRenderer clipping
2017-04-20 15:02:24 +02:00
badlogic
a1889341c9
[libgdx] Fixed SkeletonViewer scale on HDPI screens, fixed NPE when saving preferences if no skeleton is loaded yet
2017-04-20 13:54:05 +02:00
Nathan Sweet
62db5d29de
Merge remote-tracking branch 'origin/3.6-beta' into 3.6-beta
2017-04-20 20:47:54 +09:00
Nathan Sweet
f881ee6942
[libgdx] SkeletonViewer supports 2x scale for 4K displays.
2017-04-20 20:47:19 +09:00
badlogic
8920840ecf
[starling] Fixed renderer, ignores path attachments. Fixed samples, click on sprites to advance to next sample. Updated assets
2017-04-11 13:11:02 +02:00
badlogic
bb93011144
[libgdx] Fixed Box2D test, offset bounding boxes by skeleton x/y
2017-04-11 12:25:09 +02:00
Nathan Sweet
47155e4427
Don't use setup pose for last apply when there is a next animation.
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http://esotericsoftware.com/forum/Mixing-fail-in-cocos2d-x-8200?p=38086#p38086
2017-04-10 22:08:35 +09:00
Nathan Sweet
f35bbc33f5
Fixed clipping end slot.
2017-04-08 12:26:07 +09:00
Nathan Sweet
15961df0e3
Ensure clipping always ends.
2017-04-08 00:15:05 +09:00
Nathan Sweet
ff98e136a1
Bit of reorganization.
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It's pretty now!
2017-04-07 16:54:07 +09:00
Nathan Sweet
f8ea8e99ca
Only use mixAlpha for multiple mixing.
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closes #871
2017-04-07 11:14:25 +09:00
Nathan Sweet
160c491d90
Fixed min height of skin and animation select boxes.
2017-04-07 11:13:35 +09:00
Nathan Sweet
0b514ea08c
Optimization / clean up.
2017-04-06 18:39:13 +09:00
Nathan Sweet
e334d7a27a
Don't need local to track if all edges were outside.
2017-04-06 18:09:01 +09:00
Nathan Sweet
3adaf1b9ac
Bit of organization.
2017-04-05 00:18:42 +09:00
Nathan Sweet
c0161c7c60
Skip further clipping for a triangle completely inside a clipping polygon.
2017-04-04 23:40:30 +09:00
Nathan Sweet
c558771cac
Prefer local vs clipOutput#size field.
2017-04-04 23:26:43 +09:00
Nathan Sweet
c2b1140ef0
Unused import.
2017-04-04 23:26:17 +09:00
badlogic
18f0e6fe7f
[libgdx] Fixed SkeletonClipping, ensure input clipping area is clockwise
2017-04-03 11:42:19 +02:00
Nathan Sweet
c5cf1155a0
Clean up.
2017-04-01 22:53:26 +09:00
Nathan Sweet
1254b06a91
Fixed AnimationState tests, added notes.
2017-04-01 16:59:40 +09:00
Nathan Sweet
058b7587e1
More prettying.
2017-04-01 10:31:38 +09:00
Nathan Sweet
6e97b7e75f
Swapped light, dark.
2017-04-01 09:06:29 +09:00
Nathan Sweet
7235f7c6b1
Moved SkeletonClipping to utils, since it isn't public API.
2017-04-01 08:52:06 +09:00
Nathan Sweet
7829b39e00
Added spiral test.
2017-04-01 08:48:40 +09:00