badlogic
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f1f4ea04eb
|
[as3] Get rid of regionTextureWidth/Height
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2018-12-22 15:38:26 +01:00 |
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badlogic
|
bcab346cde
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[as3] Port of mesh whitespaces stripping. See #1232.
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2018-12-22 14:57:16 +01:00 |
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badlogic
|
9f8003a3b6
|
[as3] Fix path constraint for when path length is NaN. See #1230.
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2018-12-17 15:23:24 +01:00 |
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badlogic
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1a50622fc5
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[as3] Allow negative scale and shear mix in transform constraint. See #1227.
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2018-12-13 18:04:20 +01:00 |
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badlogic
|
fe9f689beb
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[as3] Ported fix for #1224, disable inherit scale.
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2018-12-10 15:16:36 +01:00 |
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badlogic
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ea4685be8b
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[as3] Clipping fix, see #1219
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2018-12-05 16:27:20 +01:00 |
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badlogic
|
54c6aacaa2
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[as3] Ported attachment timeline threshold and draw order fix. See #1204.
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2018-12-05 11:43:58 +01:00 |
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badlogic
|
7a803f8b1b
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Updated example project exports.
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2018-12-03 17:12:03 +01:00 |
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badlogic
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238523d0fc
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Updated assets in all runtime example projects except Unity and UE4.
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2018-11-19 13:28:58 +01:00 |
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badlogic
|
939685f66c
|
Added new PMA samples.
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2018-11-15 10:59:50 +01:00 |
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badlogic
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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.
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2018-11-15 10:58:30 +01:00 |
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badlogic
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e4ab2c63f3
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[c][cpp][csharp][lua][ts][as3] worldToLocalRotation and localToWorldRotation take shear into account. Fixes #1199.
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2018-10-30 17:11:23 +01:00 |
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badlogic
|
545ac276a0
|
[as3] Ported new fix for 0 timeScale not returning to setup pose. See #1194.
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2018-10-30 16:31:00 +01:00 |
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badlogic
|
2cebd72f21
|
[as3] Port of fix for tangents at position 0 in PathConstraint. See #1198.
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2018-10-26 17:36:08 +02:00 |
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badlogic
|
ed7b4eaaea
|
[as3] Ported 0 timeScale fix, see #1194.
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2018-10-15 16:51:15 +02:00 |
|
badlogic
|
018d3a9e3d
|
[as3] Ported holdPrevious in AnimationState. See #1169.
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2018-09-10 16:16:25 +02:00 |
|
badlogic
|
e496bdd6c1
|
[as3] Added event volume and balance, see #1171.
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2018-09-06 15:43:55 +02:00 |
|
badlogic
|
a4584a1a1c
|
[ts] Added event volume and balance, see #1171.
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2018-09-06 14:45:55 +02:00 |
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badlogic
|
74734bc542
|
[runtimes] Re-exported samples with 3.7.
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2018-09-03 15:16:20 +02:00 |
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badlogic
|
057d81799b
|
[as3] Ported addition of uniform/compressed IK and rotation fix. See #1163.
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2018-09-03 15:01:13 +02:00 |
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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.
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2018-08-06 16:08:47 +02:00 |
|
Mario Zechner
|
cdc2d5bc88
|
[ts] Ported stretchy IK. See #1142.
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2018-08-06 15:09:08 +02:00 |
|
Mario Zechner
|
ac7fe7ca80
|
Updated examples to 3.7, including stretchy ik.
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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 |
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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 |
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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 |
|