1050 Commits

Author SHA1 Message Date
NathanSweet
6983ec6fd3 Optimization to not render meshes. Better inspectors. 2014-04-27 00:23:11 +02:00
NathanSweet
b4698dd7ff Better error handling. 2014-04-26 23:24:37 +02:00
NathanSweet
197614ecb2 Don't serialize computed fields. 2014-04-26 20:00:07 +02:00
NathanSweet
6ac54d0bee Renamed class. 2014-04-25 18:50:32 +02:00
NathanSweet
09fac79d03 Meshes, FFD and skinning for spine-unity. 2014-04-25 18:21:00 +02:00
NathanSweet
5b68fe5190 Meshes, FFD and skinning for spine-csharp and spine-xna.
Also updated example projects for spine-unity and spine-tk2d, but no meshes, FFD or skinning for those two yet.
2014-04-24 17:32:23 +02:00
NathanSweet
26e4fb0d74 License header update.
2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00
NathanSweet
6b95c8b5da Additive blending support. 2014-04-15 21:11:01 +02:00
NathanSweet
02da6a42ad Fixed a different kind of flickering for multi page atlases. 2014-03-18 19:48:13 +01:00
NathanSweet
4fa11e72d5 Fixed spine-unity and spine-tk2d to create assets in the current folder. 2014-03-18 19:02:11 +01:00
NathanSweet
43ce1c3dff Fixed flickering with multi page atlases and animated attachment changes. 2014-03-18 00:25:21 +01:00
John
d50386a3a9 Faster BoneComponent
Used a cached Transform reference instead of using the .transform property.
( This is recommended by Unity Tech. .transform is actually shorthand for a component lookup: GetComponent<Transform>() )
2014-02-20 13:59:33 +08:00
NathanSweet
c9aabe4c63 zSpacing defaults to 0. 2014-02-13 12:25:12 +01:00
NathanSweet
38e54e686d Added BoneComponent.
closes #166
2014-02-05 20:23:34 +01:00
NathanSweet
86093e7d0d Clean up, added zSpacing.
#166
2014-02-05 18:10:07 +01:00
NathanSweet
d4ae313c6b Fixed submesh bug, improved Clear().
closes #151
2014-02-05 17:17:41 +01:00
NathanSweet
c570829d38 Null checks in Clear. 2014-02-04 12:32:01 +01:00
NathanSweet
f6805575d9 Don't hide SkeletonData asset errors. 2014-02-04 00:24:41 +01:00
NathanSweet
8506ed5154 Added UpdateBones delegate to more easily adjust bones after the animation is applied. 2014-01-26 21:03:43 +01:00
NathanSweet
41c36a89d3 Use Initialize instead of Update so animations aren't applied before the first Update. 2014-01-26 21:02:30 +01:00
NathanSweet
41bc9cfbc2 Call RecalculateBounds so skeleton rendering isn't culled. 2014-01-13 16:13:43 +01:00
NathanSweet
b0c96fd66b Typo 2014-01-11 21:20:46 +01:00
NathanSweet
d520addb9b Updated license to version 2.
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
47040c815f Removed LookLikeInspector. 2013-12-21 22:00:00 +01:00
NathanSweet
533c16715d Removed meta file. 2013-12-21 21:53:02 +01:00
NathanSweet
fc4934708f Made Initialize safe to call at any time. 2013-10-23 23:18:38 +02:00
NathanSweet
03610fcaad Made delta time easier to customize. 2013-10-21 10:54:25 +02:00
NathanSweet
5d37969b9d Comments. 2013-10-11 13:52:03 +02:00
NathanSweet
fc4895ad95 Fixed Clear. 2013-10-10 09:32:07 +02:00
NathanSweet
271d0b630a Double buffer meshes.
Number 13:
http://docs.unity3d.com/Documentation/Manual/MobileOptimisation.html
2013-10-08 21:23:36 +02:00
NathanSweet
0a74525261 Shadows for non-lit shader. 2013-10-08 21:00:21 +02:00
NathanSweet
3b8aef4890 Much better normals calculation. 2013-10-08 19:34:45 +02:00
NathanSweet
b8f23ebc83 Support Unity lighting. 2013-10-08 16:55:10 +02:00
NathanSweet
9a347d5eb8 Updated license.
Nailed it this time, quite sure!
2013-10-04 04:13:09 +02:00
NathanSweet
9ab690005a Deleted useAnimationName. Cleaned up examples.
useAnimationName isn't needed now that animationName is just a property that sets the animation for track zero.
2013-10-03 21:47:55 +02:00
NathanSweet
64d50d5edc Fixed submeshes.
One day this will work correctly. :(
2013-10-03 21:38:40 +02:00
NathanSweet
6f1fbb004d Fixed error setting triangles.
Submesh index stuff should be solid now.
closes #130, merged manually
2013-10-01 19:36:29 +02:00
NathanSweet
47ce2a40c1 Minor update to the license to include education. 2013-10-01 14:55:15 +02:00
NathanSweet
e8ff8fd1f3 Fixed empty property value. 2013-09-30 14:44:08 +02:00
NathanSweet
52696c2607 Fixed setting animation name without looping. 2013-09-30 14:31:26 +02:00
NathanSweet
0fb51b3869 Minor updates. 2013-09-30 11:32:05 +02:00
NathanSweet
5390d40093 Fixed spine-unity, spine-tk2d. 2013-09-29 22:15:25 +02:00
NathanSweet
115a7300ba Add dragon example. 2013-09-28 00:22:58 +02:00
NathanSweet
359b25d9d4 spine-tk2d and spine-unity updated to latest spine-csharp.
closes #120
closes #125
2013-09-26 10:02:17 +02:00
NathanSweet
e2fccf72d6 License update.
Changed from New BSD to a custom license. The new license requires a Spine license to use the code. If you have a valid Spine license, you can do whatever you like with the code. This should not be a problem for anyone using the runtimes with Spine, nothing changes. If using the runtimes without a Spine license, you now need a Spine license. This is because the runtimes were created explicitly to be used with Spine.
2013-09-20 19:46:23 +02:00
NathanSweet
7d7158894d No need to recompute tangents. 2013-08-29 15:11:41 +02:00
NathanSweet
8e393a8cd5 Fixed submesh index recalculation. Fixed #82, Clear onDisable causing problems.
http://www.esotericsoftware.com/forum/viewtopic.php?f=7&t=1116
2013-08-16 13:30:54 +02:00
NathanSweet
a2041fa9bb Look at the material's texture name instead of the material name. 2013-08-05 07:22:48 +02:00
NathanSweet
7318ec912a Calculate normals and tangets. 2013-08-04 11:04:22 +02:00
NathanSweet
288e520b25 Refactored spine-unity to support multiple materials. 2013-08-03 15:44:04 +02:00