Davide Tantillo
e9ffad91c5
[ts][phaser] Add inline loading example to the examples list.
2025-03-14 16:44:29 +01:00
Davide Tantillo
5f28cae564
[ts][phaser] Add inline loading example for Phaser.
2025-03-14 16:42:58 +01:00
Harald Csaszar
f89251907e
[csharp] Fix signed vs unsigned shift bug in SkeletonBinary.SkeletonInput.ReadInt. Closes #2785 .
2025-03-14 10:20:31 +01:00
Davide Tantillo
319d27ced3
[haxe] Port of commit f1e0f0f: Fixed animation not being mixed out in some cases. See #2786 .
2025-03-14 09:33:14 +01:00
Davide Tantillo
9ae2b732c0
[ts] Port of commit f1e0f0f: Fixed animation not being mixed out in some cases. See #2786 .
2025-03-14 09:31:22 +01:00
Harald Csaszar
58f99b1c0c
[csharp] Port of commit f1e0f0f: Fixed animation not being mixed out in some cases. See #2786 .
2025-03-13 18:11:44 +01:00
Nathan Sweet
f1e0f0f728
Fixed animation not being mixed out in some cases.
...
Repro, with any animation playing:
state.setAnimation(0, "shoot", true).setMixDuration(0.2f);
state.apply(skeleton);
Reverts 8d058fb4f4479a041fce1ff3379ba794856c9a3c. We can't know when it's safe to discard a queued animation. Users should avoid queuing animations they don't actually want.
Prefer `to.nextTrackLast != -1` for "was applied", as `to.mixTime > 0` is user writable and not quite the same.
2025-03-13 12:46:24 -04:00
Davide Tantillo
18d30af5a9
[ts] Release 4.2.76
2025-03-12 10:40:45 +01:00
Davide Tantillo
67488d7c95
[ts][phaser] Fix wrong type definition.
2025-03-12 10:36:48 +01:00
Nathan Sweet
56823c5ca5
Use timekeeper delta.
2025-03-08 11:39:25 -04:00
Davide Tantillo
9ecbee794b
[ts] Release 4.2.75
2025-03-05 12:37:46 +01:00
Davide Tantillo
0f8a707b48
[ts][phaser] Fix add/make not clearing and rebinding the WebGL pipeline.
2025-03-05 12:31:10 +01:00
Nathan Sweet
b4a563b7ce
Typo in error message.
2025-03-04 12:50:37 -04:00
Davide Tantillo
0cb6f960f9
[haxe] Release 4.2.5
2025-03-04 10:10:35 +01:00
Mario Zechner
268d0e8f61
[godot] Remove print_lines.
2025-02-26 14:15:24 +01:00
Mario Zechner
e0c4cfffec
[godot] Disable editor FS access in template builds.
2025-02-26 14:14:09 +01:00
Mario Zechner
42fea00bb0
Formatting
2025-02-26 13:39:58 +01:00
Mario Zechner
15cac5f9fc
[godot] Closes #2747 , rewrote the way we sync on-disk asset changes
2025-02-26 13:36:10 +01:00
Mario Zechner
c879d7a01c
[c] Closes #2765 , dispose skeleton data after debug output.
2025-02-26 09:31:56 +01:00
Byeong Gwan
caf7700e2c
[iOS] Refactor error and data access ( #2733 )
...
* implement safe bounded data Access and cancellation supporting URLSession downloadTask
* declare specific SpineError type
declaring conformance to Error on String is discouraged, and Creating own Error type is recommended
* use explicit Error initializing rather than casing syntax (apply requested change)
2025-02-26 09:26:10 +01:00
Ferdy's Lab
5d23a7df19
fix godot crash when Visible Collision Shapes is enabled ( #2761 )
2025-02-25 10:23:19 +01:00
Harald Csaszar
5ef9772e7a
[unity] Fixed a compile error on old Unity versions of previous commit a0721db.
2025-02-24 20:36:48 +01:00
Harald Csaszar
a0721dbf4b
[unity] Added RenderExistingMeshGraphic sample component similar to RenderExistingMesh.
2025-02-24 20:23:57 +01:00
Davide
7f2e4c1df7
[haxe] Support for HaxeFlixel ( #2764 )
...
* [haxe] Flixel support
* [haxe][flixel] WIP fix alpha and color tinting not working on meshes.
* [haxe][flixel] Added most of examples - Color/alpha is broken on flixel for meshes.
* [haxe][flixel] Flixel color bug example
* [haxe][flixel] Add same example of starling to Flixel.
* [haxe][flixel] Fix rotation for clipped attachments.
* [haxe][flixel] Minor modifications to avoid warning on flixel 6.0.0.
* [haxe] Updated readme.
* [haxe][flixel] Remove unused assets.
* [haxe] Removed useless flipX/flipY on core Skeleton.hx.
2025-02-24 10:44:05 +01:00
Harald Csaszar
01a847b7f7
[unity] Fixed outline shaders semi transparent gap around skeleton. All outline shaders now provide a Fill parameter. Closes #2758 .
2025-02-20 19:37:20 +01:00
Davide Tantillo
219348e7f4
[ts][threejs] Fixed dark tint shader.
2025-02-20 15:43:23 +01:00
Davide Tantillo
9f819b3872
[ts] Release 4.2.74
2025-02-20 12:58:57 +01:00
Davide Tantillo
da1ab49291
[ts][pixi-v8] Fix currentClippingSlot not reset. Close #2757 .
2025-02-20 12:56:12 +01:00
Davide Tantillo
d11564b156
[haxe] Release 4.2.4
2025-02-18 09:57:44 +01:00
ljurow
7f2a3fe013
[ts][threejs] Skin.attachAll() null check ( #2755 )
2025-02-18 09:42:26 +01:00
Davide Tantillo
bd1b98fe97
[ts] Release 4.2.73
2025-02-13 11:58:59 +01:00
Davide Tantillo
9d168a94ff
[ts][player] Fixed not working examples.
2025-02-13 11:52:20 +01:00
Davide Tantillo
6792bc72c1
[ts][player] Fix state.setAnimation and player.setViewport not working on success callback.
2025-02-13 11:52:01 +01:00
Harald Csaszar
44646bedfa
[unity] Added support for Unity 6 Adaptive Probe Volumes at URP Sprite shader. See #2750 .
2025-02-12 18:48:48 +01:00
Harald Csaszar
36bc5eb9e8
[unity] Added support for Unity 6 Adaptive Probe Volumes at URP Skeleton Lit shader. Closes #2750 .
2025-02-12 17:49:35 +01:00
Harald Csaszar
1cdbf9be1a
[unity] Set fps at generated SkeletonMecanim animation clip assets. Closes #2395 .
2025-02-11 15:29:38 +01:00
Harald Csaszar
2f7b431821
[unity] SkeletonRenderTexture set dynamic GameObject layer same as original Renderer. Closes #2648 .
2025-02-11 14:50:52 +01:00
Allen
7629d7dd35
[ios] Using SIMD to replace vector_float types can boost CPU performance on mid-range models.
2025-02-11 14:23:34 +01:00
Jan Niklas Hasse
b9abc0c5b9
Fix warning: suggest parentheses around comparison in operand of ‘!=’ ( #2721 )
...
spine-c/spine-c/src/spine/Bone.c: In function ‘spBone_updateWorldTransformWith’:
spine-c/spine-c/src/spine/Bone.c:169:64: warning: suggest parentheses around comparison in operand of ‘!=’ [-Wparentheses]
169 | (pa * pd - pb * pc < 0) != (sx < 0 != sy < 0))
| ~~~^~~
spine-c/spine-c/src/spine/Bone.c: In function ‘spBone_updateAppliedTransform’:
spine-c/spine-c/src/spine/Bone.c:284:76: warning: suggest parentheses around comparison in operand of ‘!=’ [-Wparentheses]
284 | pid < 0 != (self->skeleton->scaleX < 0 != (self->skeleton->scaleY * yDownScale) < 0))
| ~~~~~~~~~~~~~~~~~~~~~~~^~~
spine-c/spine-c/src/spine/Bone.c:284:45: warning: suggest parentheses around comparison in operand of ‘!=’ [-Wparentheses]
284 | pid < 0 != (self->skeleton->scaleX < 0 != (self->skeleton->scaleY * yDownScale) < 0))
| ~~~~^~~
2025-02-11 14:16:20 +01:00
Mario Zechner
43b9f6cab3
[cpp] Fix null dereference in PhysicsConstraintResetTimeline. Closes #2694
2025-02-11 14:14:37 +01:00
Mario Zechner
c9de3b8776
[cpp] Fix JSON parsing of transform constraint timelines, path constraint mix timeline constant. Closes #2736
2025-02-11 14:05:44 +01:00
Mario Zechner
ff9044c3eb
[libgdx] 4.2.9 snapshot
2025-02-11 13:38:04 +01:00
Mario Zechner
50dbebefeb
[libgdx] 4.2.8 release
2025-02-11 13:37:31 +01:00
Mario Zechner
11d457f417
[libgdx] Add spine.gwt.xml to JAR. Fixes #2748
2025-02-11 13:36:02 +01:00
Harald Csaszar
1121e88422
[unity] Fixed Inspector ArgumentOutOfRangeException at searching propertyPath. Closes #2746 .
2025-02-10 18:19:46 +01:00
Luke Ingram
eca4b9e4c1
[c][cpp] Apply skeleton.scaleX/scaleY to wind and gravity. See #2729 .
...
Tested using the spine-sdl runtime and cloud-pot example for both spine-c and spine-cpp.
spine-c's PhysicsConstraint.c has the gravity inverted as it will need to be inverted if the runtime is y-down rather than y-up.
If the runtime is y-up, remove the negative sign and parentheses from self->gravity in line 143.
2025-02-10 09:47:32 -04:00
Mario Zechner
0b2f403562
[glfw] Start of README and docs
2025-02-10 14:36:10 +01:00
Davide Tantillo
c45adf9dbb
[haxe] Release 4.2.3
2025-02-06 11:10:27 +01:00
Davide Tantillo
ab4add3db6
[ts] Release 4.2.72
2025-02-06 11:09:17 +01:00
Davide Tantillo
1d1a6801d5
[haxe] Fixed yDown branch of previous commit 89441ca leading to upward gravity. See #2729 .
2025-02-06 10:15:29 +01:00