NathanSweet
42e3b95e33
Better timelines.
2016-08-22 16:51:45 +02:00
NathanSweet
280024a685
Added mixingOut parameter to Timeline#apply so timelines know which direction mixing is happening.
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See ScaleTimeline which uses this to know which scale sign to use.
2016-08-22 14:43:33 +02:00
badlogic
8a1e1b5f50
[ts] Closes #681 , documentation for spine-ts Widget
2016-08-22 13:46:59 +02:00
badlogic
55795ac3e0
[ts] Closes #677 , closes #678 . IKConstraintData.mix wasn't parsed properly in SkeletonJson. Widget has to apply skin before calculating setup pose bounds
2016-08-22 13:14:58 +02:00
Carsten Moberg Hammer
0423af5d48
Added canvas dir to exclude ( #676 )
2016-08-22 10:19:12 +02:00
NathanSweet
b4924b0a49
Experimental WIP for mixing unkeyed bones to setup pose.
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#621
2016-08-21 20:58:40 +02:00
NathanSweet
c59a58ae5b
Comment
2016-08-21 08:23:55 +02:00
NathanSweet
8f4ad90a17
AnimationState, allow delay to postpone the current track entry.
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#621
2016-08-20 18:52:13 +02:00
NathanSweet
23f16c016c
AnimationState, don't mix from an animation that was never applied.
2016-08-20 17:59:55 +02:00
NathanSweet
a39c970a6a
AnimationState, javadoc, cleanup, tests.
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#621
2016-08-20 15:47:13 +02:00
NathanSweet
0a8896a3e2
More AnimationState refactoring.
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- Added `animationStart` so a portion of an animation can be looped.
- Changed timing fields to: trackTime, trackLast, trackEnd, animationStart, animationEnd, animationLast
- Removed default *Threshold fields. People can just set it on the track entry if they don't like the defaults.
- Removed `loopCount` from complete event. People can calculate it based on track time.
#621
closes #535
closes #593
2016-08-20 11:51:56 +02:00
NathanSweet
966c03e68f
AnimationState refactoring.
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- Renamed `previous` to `mixingFrom` for clarity.
- Added `trackEntry` method to fully initialize TrackEntry.
- Moved `mixDuration` initialization to happen when TrackEntry is initialized. This allows mix times to be specified (or changed) through the TrackEntry, without using AnimationStateData.
- Made EventQueue static to ease porting.
- Javadocs.
#621
2016-08-19 19:14:17 +02:00
badlogic
28b97e4532
[ts] Final touches to samples, removed underscore from private fields
2016-08-19 14:10:30 +02:00
badlogic
baccb69e7d
Merge branch 'master' of https://github.com/esotericsoftware/spine-runtimes
2016-08-19 12:18:32 +02:00
badlogic
1a24433403
[ts] Fixed examples to use full page size and scale animations automatically
2016-08-19 12:18:26 +02:00
NathanSweet
4912ea8975
Fixed start event not being triggered when addAnimation is used on an empty track.
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closes #634
2016-08-19 11:32:29 +02:00
NathanSweet
6aca4bd141
Updated AnimationState tests.
2016-08-19 11:21:56 +02:00
NathanSweet
b454d69b45
Fixed lastTime being > time for non-looping animations.
2016-08-19 11:21:44 +02:00
NathanSweet
5191cf4f5f
Wait until end of current loop when queuing an animation.
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closes #626
2016-08-19 11:20:32 +02:00
NathanSweet
296d019bac
Formatting.
2016-08-19 08:47:43 +02:00
John
6616ec1808
[csharp] Fixed world scale.
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6cc91d579c
2016-08-19 11:13:23 +08:00
NathanSweet
e4e312626b
Better scale sign computation.
2016-08-18 21:59:30 +02:00
NathanSweet
5edeeb6035
When mixing scale, the sign of the last applied scale is used to avoid mixing across zero.
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#621
2016-08-18 16:51:50 +02:00
NathanSweet
127c0fbbf5
AnimationState, added draw order threshold.
2016-08-18 15:17:13 +02:00
NathanSweet
c278cf77fb
Added event toasts to Skeleton Viewer.
2016-08-18 15:16:59 +02:00
NathanSweet
cc4f19da98
AnimationState, added attachment threshold. Defaults changed to NOT apply attachment timelines or fire events for an animation being mixed out.
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#621
2016-08-18 14:46:15 +02:00
badlogic
24404b4adf
[threejs] Deprecated, updated README.md
2016-08-18 14:12:15 +02:00
badlogic
6e4784232f
[spine-js] Deprecated, updated README.md
2016-08-18 14:10:41 +02:00
NathanSweet
b020bc0d44
Added event threshold setting to AnimationState.
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#621
2016-08-18 14:05:24 +02:00
badlogic
4a657158ba
[ts][threejs] Cleaned up example, added license headers, updated README.md
2016-08-18 14:03:18 +02:00
badlogic
5b4af038b8
[ts][threejs] Fixed THREE.JS integration, including z-offset against z-fighting. Tinting, blending modes and premultiplied alpha still to do.
2016-08-18 12:33:29 +02:00
NathanSweet
6cc91d579c
Fixed world scale.
2016-08-18 11:01:57 +02:00
badlogic
144500d7e8
[ts] First attempt at interleaved rendering, no show
2016-08-17 16:15:26 +02:00
badlogic
b9afff01fd
[ts] THREE.JS backend, revised batching using interleaved buffers, WIP
2016-08-17 16:04:27 +02:00
badlogic
8536f210ce
[turbulenz] Removed, engine is no longer maintained
2016-08-17 10:54:55 +02:00
badlogic
88a3a52e94
[ts] Refactored tsconfigs
2016-08-17 10:49:35 +02:00
badlogic
22cc0993f7
[ts] Added AssetManager subclasses for WebGL and Canvas backend
2016-08-16 15:47:17 +02:00
badlogic
61c5c36774
[ts] Removed use prefix from SkeletonRenderer public fields
2016-08-16 15:38:09 +02:00
badlogic
5ad388fe0c
[ts] Fixed Canvas backend, updated README.md for Canvas backend
2016-08-16 15:34:19 +02:00
badlogic
066412b67a
[ts] Add ref for texture mapper
2016-08-16 12:52:52 +02:00
badlogic
23f2a50821
[ts] Added Canvas backend, also does meshes
2016-08-16 12:37:53 +02:00
badlogic
847bd2a76c
[ts] More refactoring for greater code reuse
2016-08-16 10:41:28 +02:00
badlogic
e72c9030eb
[ts] Refactored AssetManager and TextureAtlas to be in core/ package for sharing between backends
2016-08-16 10:27:50 +02:00
badlogic
3b90df58a5
[ts] Added canvas backend stub
2016-08-16 10:00:23 +02:00
badlogic
6d041c8229
Merge branch 'master' of https://github.com/esotericsoftware/spine-runtimes
2016-08-16 09:57:47 +02:00
badlogic
ff99201db5
[ts] Added bash script to build all bundles
2016-08-16 09:57:41 +02:00
NathanSweet
c5d3d84f71
Better disable inherit rotation.
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But not good, flips with negative scale.
2016-08-15 16:19:33 +02:00
John
f71afac880
[unity] SkeletonUtilityBoneInspector cleanup+fixes
2016-08-15 20:18:09 +08:00
NathanSweet
3160077207
Fixed Skeleton copy constructor.
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It wasn't copying each bone's children.
2016-08-14 08:09:58 +02:00
NathanSweet
5a7cbf0a41
Removed world sign.
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Doesn't make sense to compute a value that the runtime no longer uses and is unlikely for application code to need. If application code does need it, it's trivial to walk up the bone hierarchy and calculate it.
2016-08-13 20:08:07 +02:00