badlogic
bb1bdd7046
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-10-26 17:12:08 +02:00
sp-stefano-lanza
7183e3b0bd
Feature/new skeleton culling ( #1196 )
...
* Fix culling of skeleton and clean up code
* Optionally draw the bounding rectangle of skeletons
* Add Visual Studio compiler support
* Fix indentation
* Fix indentation
* Fix indentation
* Revert some indentation changes
2018-10-16 15:46:49 +02:00
badlogic
b2479bf7bf
[ue4] Updated example project to 4.20. Fixed re-import of skeletons, see #1177 .
2018-09-25 15:46:09 +02:00
badlogic
7c398be3b6
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-09-06 16:01:12 +02:00
badlogic
a4584a1a1c
[ts] Added event volume and balance, see #1171 .
2018-09-06 14:45:55 +02:00
badlogic
3a64a3d389
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-09-03 15:16:37 +02:00
badlogic
74734bc542
[runtimes] Re-exported samples with 3.7.
2018-09-03 15:16:20 +02:00
Mario Zechner
1d703ce052
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-08-24 16:41:27 +02:00
Mario Zechner
c1e62e9690
[cocos2dx] Fixed VS2015 example project.
2018-08-24 16:27:23 +02:00
Mario Zechner
af32155930
Merge branch '3.6' into 3.7-beta
2018-08-24 16:16:55 +02:00
Mario Zechner
68f329c4fc
[cocos2d] Fixed VS 2015 solution.
2018-08-24 15:02:37 +02:00
badlogic
e724231c5f
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-08-14 15:09:15 +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
badlogic
f033239b54
[cocos2dx] Fixes tint black.
2018-08-13 16:56:05 +02:00
badlogic
f12728f0d2
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-08-09 15:18:15 +02:00
Mario Zechner
ac7fe7ca80
Updated examples to 3.7, including stretchy ik.
2018-08-03 14:57:10 +02:00
badlogic
cb22d5dab9
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-07-18 15:20:05 +02:00
badlogic
218d3b4737
[cpp][sfml][cocos2dx] skip rendering of skeletons/slots/attachment with alpha equal 0.
2018-07-18 14:27:57 +02:00
badlogic
f315f36956
[cocos2dx] Fixed batchers, MSVC projects.
2018-06-05 14:36:20 +02:00
badlogic
7e68a48189
[cocos2dx] More fixes to two color batching.
2018-06-05 13:30:00 +02:00
badlogic
ec718b73ee
[cocos2dx] Fixed Android example project.
2018-06-05 11:48:54 +02:00
badlogic
162ce9f5aa
Fixed meshes.
2018-05-30 18:31:36 +02:00
badlogic
878a6e6435
Refactored C++ runtime, added cocos2d-x cpp runtime.
2018-05-30 17:31:11 +02:00
badlogic
34bac82ee2
[c] Fixed parsing of dark slot colors for binary files. See #1097
2018-04-12 10:30:43 +02:00
badlogic
c97553474e
Added new assets for libGDX tests.
2018-04-12 10:24:42 +02:00
badlogic
28df2f8944
Merge branch '3.6' into 3.7-beta
2018-02-06 15:16:55 +01:00
badlogic
eecde9e871
[cocos2d-x] Closes #1075 , added SkeletonRenderer:setSlotsRange and SkeletonRenderer::createWithSkeleton. Allows rendering parts of a single skeleton, mixed with other nodes. See SkeletonRendererSeparator.cpp for an example.
2018-02-06 15:16:23 +01:00
badlogic
b547280eb9
Updated samples, added owl.
2018-01-18 15:18:31 +01:00
badlogic
843159b6c3
[cocos2dx] Updated Android.mk. Closes #1036
2017-11-10 11:27:23 +01:00
badlogic
7488383b15
[cocos2dx] Added support for vertex effects. See #898
2017-06-26 15:00:59 +02:00
badlogic
b443e6e609
[Lua] Fixed path constraint sorting and type check in case attachment of target is null. [cocos2dx] Fixed samples.
2017-06-19 17:49:01 +02:00
badlogic
9bd1153518
Updated examples and runtime demo code
2017-06-19 16:47:28 +02:00
badlogic
676b740269
[c] Added stride to spSkeletonClipping_clipTriangles. [cocos2dx] Added clipping.
2017-04-30 19:13:11 +02:00
badlogic
d52ac2afd4
[c][sfml] Added clipping. [cocos2dx] Added stub for clipping and assets. [c] Fixed handling of indices short -> unsigned short
2017-04-28 14:31:18 +02:00
badlogic
137f95a20f
[cocos2dx] Added debug meshes rendering.
2017-04-18 10:26:25 +02:00
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
0b40dd7a9f
Updated exports
2017-03-27 10:19:51 +02:00
badlogic
8c6a91c2a1
[cocos2dx] Batching of adjacent two color tinted skeletons. See README.md for rules on what does and doesn't break batching
2017-03-01 11:28:29 +01:00
badlogic
19ef777937
Merge branch '3.6-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.6-beta
2017-02-28 16:46:18 +01:00
badlogic
f93486e11b
[cocos2dx] Fixed Windows build of example
2017-02-28 16:46:10 +01:00
badlogic
e5d6f3f202
[cocos2dx] Fixed Android build of example
2017-02-28 16:07:52 +01:00
badlogic
bc8ac2e379
[cococs2dx] Reverted temporary changes to samples
2017-02-28 15:50:35 +01:00
badlogic
ca23700db0
[cocos2dx] Fixed formatting, removed printf...
2017-02-28 15:40:07 +01:00
badlogic
1be3c1a6b4
[c] Implemented two color tinting. We use our own batching/shader, see SkeletonTwoColorBatch. Currently, every two color tinted skeleton is its own batch. Enable two color tinting by SkeletonRenderer::setTwoColorTint(true) for a specific skeleton instance
2017-02-28 15:36:04 +01:00
badlogic
6c581880b0
[cocos2d-x] Fixed up scaling factor in BatchingExample
2017-02-23 13:21:51 +01:00
badlogic
38c3687e85
[cocos2dx] Fixed mesh rendering
2017-02-20 10:22:51 +01:00
badlogic
aa33f980d2
[cocos2dx] First try at optimizing renderer by removing allocation. Meshes temporarily broken
2017-02-20 10:00:57 +01:00
badlogic
25fb5b1bff
[cocos2dx] Ported to 3.6, no two color batching yet
2017-01-30 16:55:04 +01:00
badlogic
fe8eae4b8e
[c] Ported 3.6 changes, two color timeline, changed updateWorldVertices to computeWorldVertices, point attachment, transform constraint local and relative mode. Does not actually render two color tinted slots yet. Also updated example exports
2017-01-30 16:31:16 +01:00
badlogic
e37416d935
[cocos2dx] Fixed up Visual Studio project for new spine-c location
2016-11-28 16:19:20 +01:00