211 Commits

Author SHA1 Message Date
badlogic
ea4685be8b [as3] Clipping fix, see #1219 2018-12-05 16:27:20 +01:00
badlogic
54c6aacaa2 [as3] Ported attachment timeline threshold and draw order fix. See #1204. 2018-12-05 11:43:58 +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
e4ab2c63f3 [c][cpp][csharp][lua][ts][as3] worldToLocalRotation and localToWorldRotation take shear into account. Fixes #1199. 2018-10-30 17:11:23 +01:00
badlogic
545ac276a0 [as3] Ported new fix for 0 timeScale not returning to setup pose. See #1194. 2018-10-30 16:31:00 +01:00
badlogic
2cebd72f21 [as3] Port of fix for tangents at position 0 in PathConstraint. See #1198. 2018-10-26 17:36:08 +02:00
badlogic
ed7b4eaaea [as3] Ported 0 timeScale fix, see #1194. 2018-10-15 16:51:15 +02:00
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
057d81799b [as3] Ported addition of uniform/compressed IK and rotation fix. See #1163. 2018-09-03 15:01:13 +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
Mario Zechner
6b56eb0d95 [as3][starling] Updated to Player version 30.0. 2018-08-01 16:30:13 +02:00
badlogic
fb67ada3d8 [as3] Ported flipX/flipY -> scaleX/scaleY change. See #1142. 2018-07-24 14:39:54 +02:00
badlogic
f38ffc75bf Merge branch '3.6' into 3.7-beta 2018-06-15 15:32:23 +02:00
badlogic
647d124361 [starling] Fixed two color tint. 2018-06-15 15:31:31 +02:00
badlogic
966ed65465 [starling] Updated to Starling 2.4, fixed #1125. When clipping, we can't reuse the cached Mesh of the clipped attachment, but must allocate a new one. Otherwise the Starling MeshBatcher explodes. 2018-06-15 15:02:45 +02:00
badlogic
e406c140be Merge branch '3.6' into 3.7-beta 2018-06-08 13:43:58 +02:00
badlogic
681584056b [runtimes] Back ported fix for #1119 to 3.6. 2018-06-08 13:40:38 +02:00
badlogic
0f219a2eb0 [as3] Ported fix for #1119 2018-06-07 16:56:07 +02:00
badlogic
eb69071a0a Merge branch '3.6' into 3.7-beta 2018-05-16 11:46:01 +02:00
badlogic
3d8e55d909 [as3] Fixes completion event firing for 0 duration animations. See #1112. 2018-05-16 11:31:46 +02:00
badlogic
74d71691fb Merge branch '3.6' into 3.7-beta 2018-05-15 11:26:43 +02:00
badlogic
0d2ca5a62b [starling] Don't perform hit test if SkeletonSprite is invisible or untouchable. Closes #1111 2018-05-15 11:22:31 +02:00
badlogic
e632d4b94f [starling] Don't perform hit test if SkeletonSprite is invisible or untouchable. Closes #1111 2018-05-15 11:20:51 +02:00
badlogic
7da4a9e63c [as3] port of PathConstraint changes, see #1109. 2018-05-04 14:25:33 +02:00
badlogic
d02057b2aa [starling] Updated lib. 2018-04-12 10:48:25 +02:00
badlogic
8594c67b7a Merge branch '3.6' into 3.7-beta 2018-04-12 10:47:09 +02:00
badlogic
63b27b9f46 [as3] Don't submit meshes with alpha==0. Closes #1080 2018-04-12 10:46:57 +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
d27a9a3d87 [starling] Remove allocations in TwoColorEffect. Closes #1078 2018-02-08 14:02:13 +01:00
badlogic
713f43a247 Merge branch '3.6' into 3.7-beta 2018-01-24 14:30:47 +01:00
badlogic
16d799002d [as3] Fixed sorting of path constraint attachments. Closes #1069. 2018-01-24 14:29:40 +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
f56937c042 [as3] Fix for #1064, delay was calculated incorrectly for non-loop previous track entries. 2018-01-12 11:10:14 +01:00
badlogic
f4a5911dea Fixed bug in TrackEntry#setTimelineData, closes #1055. 2018-01-02 14:00:20 +01:00