170 Commits

Author SHA1 Message Date
Nathan Sweet
077afcea09 [libgdx] Fixed curve values not being scaled when loading data. Added SkeletonLoader. Javadocs. 2020-04-21 17:34:11 +02:00
Nathan Sweet
45767d0e3d [libgdx] Cleaned up simple tests. 2020-04-21 10:04:53 +02:00
Nathan Sweet
24ff3258ec [libgdx] Fixed AnimationState tests.
Commit a321aa76d556a618a09abb3adeb7473a6c099304 added "|| timeline instanceof EventTimeline" to `computeHold`, so event timelines always use FIRST, never HOLD. This changed the timing slightly and broke the test, but the new timing is better.
2020-04-02 17:38:46 +02:00
NathanSweet
fef881730d Don't unbind shaders.
https://github.com/libgdx/libgdx/pull/5944
2020-03-11 11:30:30 +01:00
NathanSweet
cbfff6e9ba Use libgdx Null annotation. Updated Eclipse project files. 2020-02-13 20:20:07 +01:00
badlogic
934bec56b7 Merge branch '3.8' into 3.9-beta 2019-12-20 12:27:35 +01:00
badlogic
b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. 2019-12-20 12:20:46 +01:00
badlogic
078a4a7b3c Merge branch '3.9-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.9-beta 2019-10-28 14:10:04 +01:00
badlogic
2e5560ca0f Merge branch '3.8' into 3.9-beta 2019-10-28 14:09:38 +01:00
badlogic
656b08a32e [cocos2dx] Added IK example, see #1532. Also added SkeletonAnimation::setPreUpdateWorldTransformsListener() and SkeletonAnimation::setPostUpdateWorldTransformsListener(). 2019-10-28 14:07:25 +01:00
NathanSweet
93ca505864 Value space timelines, multiple property IDs per timeline, rotation not limited -180/180, clean up.
* Timeline is an abstract base class rather than an interface.
* Timelines have a list of String property IDs rather than a single int ID.
* CurveTimeline is separated into percent and value timelines and the API is cleaned up.
* CurveTimeline stores Bezier curves more efficiently. Linear/stepped keys used to take up memory they didn't use (18 floats/key).
* Binary format knows how many keys are Bezier up front for more efficient loading.
* RotateTimeline is no longer limited to -180/180.
* ScaleTimeline and ShearTimeline no longer extend TranslateTimeline.
* PathConstraintSpacingTimeline no longer extends PathConstraintPositionTimeline.
2019-10-26 15:00:58 +02:00
badlogic
4dd94dfb4d Merge branch '3.8' into 3.9-beta 2019-10-25 13:54:53 +02:00
badlogic
b9f8fb3b9e [libgdx] Added mouse following IK example. See #1532. 2019-10-24 16:49:53 +02:00
NathanSweet
eb1c382a3b [libgdx] Fixed tests.
AnimationStateTests failure was caused by a321aa76d556a618a09abb3adeb7473a6c099304, when `computeHold` was added, specifically `|| timeline instanceof EventTimeline`. The slight event order difference is unlikely to be an issue for anyone.
2019-10-14 13:59:39 +02:00
badlogic
bb51ec7f23 Updated examples, removed stretch-ik stretchyman. 2019-08-05 17:31:15 +02:00
badlogic
f8f495524e Updated example exports, fixed up example projects with mix-and-match skin api demo. 2019-07-09 13:47:05 +02:00
badlogic
6850a019ec Updated examples again, final binary format change. 2019-06-19 18:02:20 +02:00
badlogic
5f13f1b8e6 Exported all examples with 3.8.25-beta to include file format changes in .json and .skel files. 2019-06-19 16:56:47 +02:00
badlogic
5d974e4480 Added mix-and-match assets, modified export scripts, added libGDX sample. See #1375. 2019-06-13 15:58:16 +02:00
badlogic
1ec6e26b71 Updated example exports and copies in runtime example projects to the latest .json and .skel formats. 2019-06-05 11:20:43 +02:00
badlogic
8d0ffd08f0 [libgdx] deformAttachment is set for all vertex attachment types on copy. 2019-06-03 14:54:45 +02:00
badlogic
8f6bc427ab Merge branch '3.8-beta' into skin-bones 2019-05-03 11:23:01 +02:00
badlogic
09130b15df Merge branch '3.7' into 3.8-beta 2019-05-02 11:43:36 +02:00
badlogic
7f7e5f0fec Updated license headers and LICENSE files. 2019-05-02 11:38:19 +02:00
NathanSweet
ab2b08f583 Fixed attachment timeline test. 2019-04-30 15:46:15 +02:00
badlogic
86c3aa02ba Refactored skin API, see #841. This commit is missing Skin#copy(Skin) which has to handle linked mesh attachments properly. 2019-04-30 15:34:44 +02:00
badlogic
c68d85a1fc [c][cpp] Ported addition of x/y bounding coordinates to SkeletonData. See #1325. 2019-04-16 14:06:41 +02:00
badlogic
4406cdfba0 Updated examples in example projects. 2019-02-19 15:59:30 +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
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
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
NathanSweet
9b259c66e0 Added TrackEntry#holdPrevious to avoid dipping in higher tracks.
Also:
- Added mixingTo to make track entries a doubly linked list, removing the need for the mixingTo array.
- Renamed dip->hold, timelineData->timelineMode, timelineDipMix->timelineHoldMix ("dip" naming was bad).
2018-08-16 02:51:49 +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
ac7fe7ca80 Updated examples to 3.7, including stretchy ik. 2018-08-03 14:57:10 +02:00
NathanSweet
d9a6b9151b Changed skeleton flipX/Y to scaleX/Y.
Cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance.
2018-07-02 16:45:06 +02:00
NathanSweet
83331fa892 [libgdx] Removed unused import. 2018-04-15 18:24:53 +02:00
badlogic
c97553474e Added new assets for libGDX tests. 2018-04-12 10:24:42 +02:00
badlogic
b547280eb9 Updated samples, added owl. 2018-01-18 15:18:31 +01:00
NathanSweet
bda035e836 Added additive mixing, still a WIP. 2017-10-27 00:23:41 +02:00
NathanSweet
406a8fba13 [libgdx] Fixed off by 1 errors. 2017-10-21 21:48:04 +02:00
badlogic
69923111b9 [libgdx] Breaking change: SkeletonRenderer no longer handles updating skeletons attached via SkeletonAttachment. Introduced new Skeleton#updateWorldTransform(Bone) that must be explicitely called by the user before rendering skeletons including attached skeletons. See SkeletonAttachmentTest for an example. Closes #1005 2017-09-27 14:03:05 +02:00
NathanSweet
942fb4917d [libgdx] Removed unused import. 2017-07-31 13:17:01 +02:00
badlogic
65d1f51acc [c][sfml] Added spVertexEffect, and some math utilities. Fixed unit tests. 2017-06-26 14:00:00 +02:00
NathanSweet
3c1c829e97 Remove unused import. 2017-06-21 21:25:26 +02:00
badlogic
ddf38c0ce1 [libGDX] VertexEffect now also lets you modify UVs and light/dark color. 2017-06-21 14:35:55 +02:00
badlogic
9bd1153518 Updated examples and runtime demo code 2017-06-19 16:47:28 +02:00
NathanSweet
55b558064a Removed spineboy-old binary. 2017-06-17 18:00:02 +02:00
NathanSweet
5540b47f21 Changed Timeline#apply to enum parameters, AnimationState special cases track 0 to apply setup pose before first key. 2017-06-12 02:48:58 +02:00