badlogic
f85bfe5080
[as3] Fixed first frame setup pose in all timelines2
2016-11-03 11:26:26 +01:00
badlogic
ab0ff1d963
[as3] Ported last minute AnimationState changes
2016-11-02 11:12:46 +01:00
badlogic
b85cf32c33
[starling][as3] Fixed up samples
2016-10-27 16:00:30 +02:00
badlogic
fdbe5fdbde
[as3] Updated noRotationOrReflection math
2016-10-19 14:19:17 +02:00
badlogic
a80903ac14
[as3][starling] Updated spine-as3.swc
2016-10-17 16:55:58 +02:00
NathanSweet
c0fdc454a2
Fixed inconsistent newlines.
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License header was followed by \n\n and files ended with \n. Changed to \r\n.
2016-10-15 23:45:16 +02:00
NathanSweet
7a18f0818c
Every space in its place! (tm)
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(whitespace clean up)
2016-10-15 23:15:41 +02:00
badlogic
5aa27771c3
[runtimes] Updated ALL sources to use latest Spine Runtimes License v2.5. Manually checked all the things...
2016-10-13 15:12:05 +02:00
badlogic
1ecd627afa
[runtimes] Closes #719 , fixed sortPathConstraintAttachment
2016-10-13 12:03:23 +02:00
badlogic
ea0c2ae704
[as3] Closes #715 , wrong default rotation mode for path constraints
2016-10-03 13:34:29 +02:00
badlogic
ddb7e52a41
[starling] Closes #662 . Each region attachment receives a renderObject which is a Starling Image. A Starling Image is essentially like a libGDX region, holding a texture and uvs. When two slots share the same region attachment, we run into issues. E.g. if the slots differ in color, the shared Image color will be set to the last slot being drawn. Since Starling does batching, stuff breaks.
2016-08-09 11:06:11 +02:00
Julienpretty
9a8ce4e78e
Improved performances when applying color and alpha on vertices
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Instead of setting color and alpha on each vertex, call colorize() only once before iterating through all vertices.
In our use case, performances are multiplied by 2.
2016-07-28 10:46:56 +02:00
badlogic
efa2f89289
[as3][starling] Updated ActionScript 3 and Starling runtime to Spine 3.4, now with paths and shearing. Check out new starling tank sample
2016-07-15 12:12:02 +02:00
badlogic
3de5fe4ea3
[as3][starling] Added default constructors to base classes. Changed project settings to use Air 22. Updated Starling runtime to Starling 2.0, removing PolygonBatch etc. Smoothing and pre-multiplied alpha support currently missing.
2016-07-12 14:18:29 +02:00
badlogic
413bda2de6
[as3][starling] Fixed up AS3 README.md, updated FDT projects to use latest AIR and Flash Player (22) class libraries. Needed for Starling 2.0 and mesh support in pure Flash API
2016-07-11 14:52:44 +02:00
NathanSweet
04552b74e5
Clean up.
2016-05-11 13:21:59 +02:00
NathanSweet
a1554a3b42
spine-starling, fixed batching when not visible.
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closes #416
2016-05-11 13:11:56 +02:00
NathanSweet
a9342ed193
Fixed spine-starling batch flushing.
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closes #392
closes #507
2016-05-11 13:06:45 +02:00
NathanSweet
93bc7080f1
Fixed bounds.
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closes #440
2016-05-11 12:48:11 +02:00
NathanSweet
1ccfaab4c9
spine-as3 updated to v3.1.
2016-04-15 17:40:32 +02:00
NathanSweet
56abccb508
Fixed tinting for non-PMA textures.
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closes #489
2016-04-04 11:11:24 +02:00
NathanSweet
ef0b4b4bb9
Fixed single bone IK with skeleton flipping. Updated SWC for WeightedMeshAttachment.
2016-02-27 02:12:55 +01:00
NathanSweet
a7b08fe8c2
Updated spine-starling to Spine v3 and Starling 1.7 and for use with PowerFlasher FDT.
2016-02-17 04:57:59 +01:00
NathanSweet
27270a5781
Spine Runtimes license update.
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Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00
NathanSweet
f8a76c6455
Blend modes for all runtimes.
2015-04-02 14:20:20 +02:00
Sebastien Flory
01ba46ff0e
Fix issue with HitTest
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Hi,
I dont think you need to apply the scales here because it will be done automatically by the framework (the localPoint is already transformed in the locales coordinates)
Have a nice day!
Seb
2014-12-16 10:02:46 +01:00
Daniel Sperl
0dc21d23c0
added support for textures without premultiplied alpha
2014-11-03 12:19:49 +01:00
Nathan Sweet
757db3f6cb
Merge pull request #303 from Fraggle/patch-3
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Fix to avoid excessive flushing of polygon batch.
2014-09-30 01:21:50 +02:00
Sebastien Flory
94f969c9a3
Avoid silent Array allocations
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Hello,
In AS3, if a function accepts an arbitrary number of arguments, it will create an Array object behind the scene.
Math.min / Math.max are famous culprits :)
2014-09-29 18:10:41 +02:00
Sebastien Flory
5c154fd236
Fix to avoid excessive flushing of polygon batch.
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It seems that when we use a starling SubTexture instead of an Spine texture, this line will trigger a lot of flushing instead of batching the polygons.
This fix avoid that.
Btw, you are using Animation.binarySearch1() in AnimationTimeline wich does not exists yet :-p
2014-09-29 16:51:34 +02:00
NathanSweet
c9b51bac8b
Use and restore existing blend mode.
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#236
2014-07-25 23:08:05 +02:00
NathanSweet
4eb73738c2
Fixed spine-starling meshes with a Starling atlas. Better examples.
2014-07-25 19:39:45 +02:00
NathanSweet
e6ba25c59b
Fixed enableErrorChecking.
2014-07-25 16:40:40 +02:00
NathanSweet
ff926a2b8e
Default mesh rendering to true.
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Less confusing for noobs.
2014-07-25 16:39:04 +02:00
NathanSweet
6d7beac3aa
Added support for smoothing other than bilinear.
2014-07-25 16:34:39 +02:00
NathanSweet
da9de71fad
Fixed array expansion.
2014-06-04 12:09:20 +02:00
NathanSweet
6b9d514ca7
Meshes, FFD and skinning for spine-starling.
2014-06-02 15:33:22 +02:00
NathanSweet
d46ab513c8
Brings spine-starling up to date with spine-as3.
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No mesh rendering yet.
2014-05-21 22:29:43 +02:00
NathanSweet
26e4fb0d74
License header update.
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2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00
Sebastien Flory
94ba593940
Fix related to Starling update
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Hi,
Commit 5250246d8e breaks this code because you might not have a frame for a sub texture anymore.
My patch fix the issue.
2014-03-28 11:58:03 +01:00
NathanSweet
0e47b09706
Dispose texture, not bitmapdata.
2014-01-31 16:30:43 +01:00
NathanSweet
2e9cb471f7
Per attachment color.
2014-01-18 16:47:18 +01:00
NathanSweet
b0c96fd66b
Typo
2014-01-11 21:20:46 +01:00
NathanSweet
d520addb9b
Updated license to version 2.
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Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent!
Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt ) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license.
With this fixed, I hope we never need to change the license again!
2014-01-11 21:07:28 +01:00
NathanSweet
faa7c49627
Multi page atlas support for Flash and Starling.
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http://www.esotericsoftware.com/forum/viewtopic.php?p=9409#p9409
2014-01-11 18:05:50 +01:00
NathanSweet
037a156e73
Make vertices static.
2014-01-01 17:40:50 +01:00
NathanSweet
4b31d81923
Minor optimizations, clean up.
2013-12-23 15:04:37 +01:00
NathanSweet
725fd49c77
Support for Atlas with spine-starling in addition to Starling's texture atlas.
2013-10-30 22:27:06 +01:00
NathanSweet
26832677cb
spine-as3 keyable draw order, events, and new AnimationState.
2013-10-10 18:48:54 +02:00
NathanSweet
b0c4890560
Updated to Starling 1.4. Fixed Starling atlas loading. Minor optimizations.
2013-10-10 15:09:06 +02:00