NathanSweet
08b74f5b18
Updated spine-csharp to Spine v3.
2016-02-14 22:51:18 +01:00
NathanSweet
075e5f2246
Couldn't upgrade this project, not sure why it's needed?
2016-02-14 22:50:01 +01:00
NathanSweet
318b9939e6
Made consistent when slot vertices and attachment time are reset.
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setAttachment resets vertices and attachment time only if the attachment actually changed. setToSetupPose always resets vertices and attachment time.
http://esotericsoftware.com/forum/Spine-API-SetToSetupPose-FFD-Questions-2102?p=26119#p26119
2016-01-15 07:02:09 +01:00
John
727c242e6f
[Unity] Fix for Unity UWP/Windows Phone
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https://github.com/EsotericSoftware/spine-runtimes/issues/495
2015-12-30 14:59:23 +08:00
John
81eb9c49b4
[Unity] Fix for Unity UWP/Windows Phone
2015-12-30 14:58:09 +08:00
John
8006c7b4b9
[Unity] Fix for Unity UWP/Windows Phone
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https://github.com/EsotericSoftware/spine-runtimes/issues/495
2015-12-30 14:55:05 +08:00
John
dd28645a0b
[Unity] Fix for Unity UWP/Windows Phone
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https://github.com/EsotericSoftware/spine-runtimes/issues/495
http://de.esotericsoftware.com/forum/Can-t-build-a-Windows-Store-App-with-Unity-Errors-4354
2015-12-30 14:44:33 +08:00
John
e37a9dd16b
[C#] Have world transforms ready on instatiation
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This also allows [Spine-Unity] SkeletonRenderer to work by itself: https://github.com/EsotericSoftware/spine-runtimes/issues/453
2015-12-29 04:33:03 +08:00
John
9a7aeb1ae0
Merge pull request #344 from pharan/patch-1
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[C#] Optional fix for firing events when mixing
This allows previous animations to fire its events during mixing/crossfading.
To maintain consistency across runtimes, this fix code is commented out.
To use it, remove the old line and uncomment the fix line.
2015-12-25 23:15:27 +08:00
John
f2e8340a24
Optional fix code for events during mixing
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To maintain consistency across runtimes, this fix code is commented out.
To use it, remove the old line and uncomment the fix line.
2015-12-25 23:11:34 +08:00
John
fd125f99f7
Merge pull request #455 from pharan/patch-3
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Add ExposedList.cs to C# csproj.
2015-12-25 22:44:19 +08:00
John
1330842e1a
Merge pull request #456 from pharan/patch-4
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Add ExposedList.cs to C#-XNA csproj.
2015-12-25 22:44:07 +08:00
John
ed35664230
Merge pull request #437 from witcher112/master
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Unity 5 and Windows Phone building fixes
2015-12-15 17:15:48 +08:00
NathanSweet
91340709d4
Source formatting.
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So fresh and so clean!
2015-08-03 15:06:20 +02:00
NathanSweet
01cb844993
You get a license file, you get a license file, EVERYBODY GETS A LICENSE FILE!
2015-07-30 22:47:00 +02:00
NathanSweet
f06fbb3d8d
Clarified licensing on runtimes pages.
2015-07-30 22:44:47 +02:00
John
dde37d703c
Add ExposedList.cs to C#-XNA csproj.
2015-07-28 05:53:56 +08:00
John
fa7992c7b3
Add ExposedList.cs to C# csproj.
2015-07-28 05:51:00 +08:00
ZimM
4057316a91
Merge remote-tracking branch 'remotes/upstream/master' into optimizations
2015-06-29 19:07:39 +02:00
Tomasz Jaworski
14803b4fab
Windows Phone 8 complation fixed (BufferedStream changed to FileStream)
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RaggedySpineboy - changed fixedAngle to freezeRotation for Unity 5.1
Changed SkeletonRagdoll2D #if UNITY_5_0 to UNITY_5
2015-06-18 18:01:59 +02:00
ZimM
5336eedc2f
actually implemented ExposedList.Clear(bool clearArray)
2015-05-20 02:46:11 +03:00
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
NathanSweet
142e770e5b
Don't required a BufferedStream.
2015-03-29 18:36:37 +02:00
NathanSweet
d0625e06a0
Added binary format support for C#.
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Also fixed up line endings.
2015-03-29 00:49:31 +01:00
ZimM
f738ec77b9
brought back string equality comparison in Skin.AttachmentKeyTupleComparer
2015-02-28 05:44:46 +02:00
ZimM
c7644ec0ad
ExposedList: spaces to tabs
2015-02-28 03:13:12 +02:00
ZimM
0df69e04fd
removed string comparisons and reduced noticeable method call overhead in Skin
2015-02-28 03:12:27 +02:00
ZimM
08695c07a3
fixed typo in SkeletonBounds
2015-02-28 03:10:50 +02:00
ZimM
990d8d3016
fix regression
2015-02-26 17:36:52 +02:00
ZimM
9b6553fdb5
replaced ExposedList<T> by MIT licensed version from Mono project
2015-02-26 17:36:29 +02:00
ZimM
0b86e3330a
oops. spaces to tabs
2015-02-26 06:56:05 +02:00
ZimM
169ec15285
reduce method calls overhead in SkeletonRenderer
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reduce GC pressure in SkeletonAnimator
2015-02-26 06:34:31 +02:00
ZimM
0635c19fef
replace some more List<T> with ExposedList<T>
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fix some stupidity from previous commit
2015-02-26 05:37:28 +02:00
ZimM
9ae48c2aac
replaced List<T> with ExposedList<T> to avoid indexer overhead
2015-02-26 05:00:44 +02:00
NathanSweet
8dace6cfef
"Fixed" compiling to iOS 64bit.
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http://esotericsoftware.com/forum/viewtopic.php?p=19690#p19690
2015-02-19 02:45:09 +01:00
Fenrisul
c5273fc6d7
Added GetCurveType to CSharp CurveTimeline
2015-02-02 05:44:17 -08:00
NathanSweet
028769f54f
Fixed single bone IK with flipping and y-up coordinate systems.
2015-01-30 17:59:11 +01:00
NathanSweet
ee849c62eb
Fix mixing from uninitialized slot vertices.
2015-01-30 15:40:13 +01:00
Fenrisul
444a536dad
Importer improvements
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Attributes
Multiple atlas support
More examples
2015-01-20 00:08:06 -08:00
John
22e283ac6c
AnimationState.cs now fires events during mixing
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Not sure if the same "fix" needs to be applied to other runtimes, or if this was intended behavior at all. But someone in the forums was looking for this fix.
2015-01-20 01:01:52 +08:00
NathanSweet
14c8484caa
Fixed null check.
2014-11-20 11:40:18 +01:00
NathanSweet
8dc8f8f9e8
Added null checks for add/set animation.
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closes #173
2014-11-19 18:02:14 +01:00
NathanSweet
63801b6f13
setSkin docs.
2014-11-17 19:41:50 +01:00
NathanSweet
7b3bc205fd
Minor clean up.
2014-11-16 03:06:08 +01:00
NathanSweet
ee1f13ab9c
Don't clear FFD if before first FFD key in animation.
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Didn't make any sense. Any existing FFD should remain until time passes a key.
2014-11-16 00:13:37 +01:00
NathanSweet
31848ad22a
Minor clean up.
2014-11-16 00:09:37 +01:00
NathanSweet
322d8ed0ab
Fixed first flip key not being applied.
2014-11-11 17:42:19 +01:00
NathanSweet
14aeb49650
Clean up.
2014-10-04 13:36:05 +02:00
NathanSweet
22b2086f39
Flip for bones. Flip timelines now affect bones. "draworder" in JSON -> "drawOrder".
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Falls back to "draworder" to not break existing JSON (for the time being).
2014-10-04 13:01:52 +02:00