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29 KiB
29 KiB
3.6
AS3
- Breaking changes
- Removed
Bone.worldToLocalRotationXandBone.worldToLocalRotationY. Replaced byBone.worldToLocalRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Made
Bonefields_a,_b,_c,_d,_worldXand_worldYpublic, removed underscore prefix. - Removed
VertexAttachment.computeWorldVerticesoverload, changedVertexAttachment.computeWorldVertices2toVertexAttachment.computeWorldVertices, addedstrideparameter. - Removed
RegionAttachment.verticesfield. The vertices array is provided toRegionAttachment.computeWorldVerticesby the API user now. - Removed
RegionAttachment.updateWorldVertices, addedRegionAttachment.computeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the providedworldVerticesarray, starting atoffset, then moving bystridearray elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer. - Replaced
r,g,b,afields with instances of newColorclass inRegionAttachment,MeshAttachment,Skeleton,SkeletonData,SlotandSlotData. - Additions
- Added
Skeleton.getBoundsfrom reference implementation. - Added support for local and relative transform constraint calculation, including additional fields in
TransformConstraintData - Added
Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added two color tinting support, including
TwoColorTimelineand additional fields onSlotandSlotData. - Added
PointAttachment, additional methodnewPointAttachmentinAttachmentLoaderinterface. - Added
ClippingAttachment, additional methodnewClippingAttachmentinAttachmentLoaderinterface. AnimationState#applyreturns boolean indicating if any timeline was applied or not.Animation#applyandTimeline#apply`` now take enumsMixPoseandMixDirection` instead of booleans- Added
VertexEffectand implementationsJitterEffectandSwirlEffect. Allows you to modify vertices before they are submitted for drawing. See Starling changes.
Starling
- Fixed renderer to work with 3.6 changes.
- Added support for two color tinting.
- Added support for clipping.
- Added support for rotated regions in texture atlas loaded via StarlingAtlasAttachmentLoader.
- Added support for vertex effects. See
RaptorExample.as
C
- Breaking changes
spVertexAttachment_computeWorldVerticesandspRegionAttachment_computeWorldVerticeSnow take new parameters to make it possible to directly output the calculated vertex positions to a vertex buffer. Removes the need for additional copies in the backends' respective renderers.- Removed
spBoundingBoxAttachment_computeWorldVertices, superseded byspVertexAttachment_computeWorldVertices. - Removed
spPathAttachment_computeWorldVerticesandspPathAttachment_computeWorldVertices1, superseded byspVertexAttachment_computeWorldVertices. - Removed
sp_MeshAttachment_computeWorldVertices, superseded byspVertexAttachment_computeWorldVertices. - Removed
spBone_worldToLocalRotationXandspBone_worldToLocalRotationY. Replaced byspBone_worldToLocalRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Replaced
r,g,b,afields with instances of newspColorstruct inspRegionAttachment,spMeshAttachment,spSkeleton,spSkeletonData,spSlotandspSlotData. - Removed
spVertexIndexfrom public API. - Listeners on
spAnimationStateorspTrackEntrywill now be also called in case a track entry is disposed as part of dispoing thespAnimationState. - Additions
- Added support for local and relative transform constraint calculation, including additional fields in
spTransformConstraintData. - Added
spPointAttachment, additional methodspAtlasAttachmentLoadeR_newPointAttachment. - Added support for local and relative transform constraint calculation, including additional fields in
TransformConstraintData - Added
spBone_localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added two color tinting support, including
spTwoColorTimelineand additional fields onspSlotandspSlotData. - Added
userDatafield tospTrackEntry, so users can expose data inspAnimationStatecallbacks. - Modified kvec.h used by SkeletonBinary.c to use Spine's MALLOC/FREE macros. That way there's only one place to inject custom allocators (extension.h) commit
- Added macros to define typed dynamic arrays, see
Array.h/.c - Added
spClippingAttachmentand respective enum. - Added
spSkeletonClipperandspTriangulator, used to implement software clipping of attachments. AnimationState#applyreturns boolean indicating if any timeline was applied or not.Animation#applyandTimeline#apply`` now take enumsMixPoseandMixDirection` instead of booleans- Added
spVertexEffectand corresponding implementationsspJitterVertexEffectandspSwirlVertexEffect. Create/dispose through the correspondingspXXXVertexEffect_create()/dispose()functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below. - Functions in
extension.hare not prefixed with_spinstead of just_to avoid interference with other libraries. - Introduced
SP_APImacro. Every spine-c function is prefixed with this macro. By default, it is an empty string. Can be used to markup spine-c functions with e.g. ``__declspec` when compiling to a dll or linking to that dll.
Cocos2d-X
- Fixed renderer to work with 3.6 changes
- Optimized rendering by removing all per-frame allocation in
SkeletonRenderer, resulting in 15% performance increase for large numbers of skeletons being rendered per frame. - Added support for two color tinting. Tinting is enabled/disabled per
SkeletonRenderer/SkeletonAnimationinstance. UseSkeletonRenderer::setTwoColorTint(). Note that two color tinting requires the use of a non-standard shader and vertex format. This means that skeletons rendered with two color tinting will break batching. However, skeletons with two color tinting enabled and rendered after each other will be batched. - Updated example to use Cocos2d-x 3.14.1.
- Added mesh debug rendering. Enable/Disable via
SkeletonRenderer::setDebugMeshesEnabled(). - Added support for clipping.
- SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
- Added support for vertex effects. See
RaptorExample.cpp.
Cocos2d-Objc
- Fixed renderer to work with 3.6 changes
- Added support for two color tinting. Tinting is enabled/disabled per
SkeletonRenderer/SkeletonAnimation.twoColorTint = true. Note that two color tinted skeletons do not batch with other nodes. - Added support for clipping.
SFML
- Fixed renderer to work with 3.6 changes. Sadly, two color tinting does not work, as the vertex format in SFML is fixed.
- Added support for clipping.
- Added support for vertex effects. See raptor example.
- Added premultiplied alpha support to
SkeletonDrawable.
Unreal Engine 4
- Fixed renderer to work with 3.6 changes
- Added new UPROPERTY to SpineSkeletonRendererComponent called
Color. This allows to set the tint color of the skeleton in the editor, C++ and Blueprints. Under the hood, thespSkeleton->colorwill be set on every tick of the renderer component. - Added support for clipping.
- Switched from built-in ProceduralMeshComponent to RuntimeMeshComponent by Koderz (https://github.com/Koderz/UE4RuntimeMeshComponent, MIT). Needed for more flexibility regarding vertex format, should not have an impact on existing code/assets. You need to copy the RuntimeMeshComponentPlugin from our repository in
spine-ue4\Plugins\to your project as well! - Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
- Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
- spine-c is now exposed from the plugin shared library on Windows via __declspec.
C#
- Breaking changes
MeshAttachment.parentMeshis now a private field to enforce using the.ParentMeshsetter property in external code. TheMeshAttachment.ParentMeshproperty is an appropriate replacement wherever.parentMeshwas used.Skeleton.GetBoundstakes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.- Removed
Bone.WorldToLocalRotationXandBone.WorldToLocalRotationY. Replaced byBone.WorldToLocalRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added
strideparameter toVertexAttachment.ComputeWorldVertices. - Removed
RegionAttachment.Verticesfield. The vertices array is provided toRegionAttachment.ComputeWorldVerticesby the API user now. - Removed
RegionAttachment.UpdateWorldVertices, addedRegionAttachment.ComputeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the providedworldVerticesarray, starting atoffset, then moving bystridearray elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
- Additions
- Added support for local and relative transform constraint calculation, including additional fields in
TransformConstraintData - Added
Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added two color tinting support, including
TwoColorTimelineand additional fields onSlotandSlotData. - Added
PointAttachment, additional methodNewPointAttachmentinAttachmentLoaderinterface. - Added
ClippingAttachment, additional methodNewClippingAttachmentinAttachmentLoaderinterface. - Added
SkeletonClipperandTriangulator, used to implement software clipping of attachments. AnimationState.Applyreturns a bool indicating if any timeline was applied or not.Animation.ApplyandTimeline.Apply`` now take enumsMixPoseandMixDirection` instead of bools.
Unity
- Refactored renderer to work with new 3.6 features.
- Two color tinting is currently supported via extra UV2 and UV3 mesh vertex streams. To use Two color tinting, you need to:
- switch on "Tint Black" under "Advanced...",
- use the new
Spine/Skeleton Tint Blackshader, or your own shader that treats the UV2 and UV3 streams similarly. - Additionally, for SkeletonGraphic, you can use
Spine/SkeletonGraphic Tint Black(or the bundled SkeletonGraphicTintBlack material) or your own shader that uses UV2 and UV3 streams similarly. Additional Shader Channels TexCoord1 and TexCoord2 will need to be enabled from the Canvas component's inspector. These correspond to UV2 and UV3.
- Clipping is now supported. Caution: The SkeletonAnimation switches to slightly slower mesh generation code when clipping so limit your use of
ClippingAttachments when using on large numbers of skeletons.
- Two color tinting is currently supported via extra UV2 and UV3 mesh vertex streams. To use Two color tinting, you need to:
- SkeletonRenderer.initialFlip Spine components such as SkeletonRenderer, SkeletonAnimation, SkeletonAnimator now has
initialFlipXandinitialFlipYfields which are also visible in the inspector under "Advanced...". It will allow you to set and preview a starting flip value for your skeleton component. This is applied immediately when the internal skeleton object is instantiated. - [SpineAttribute] Improvements
- Icons have been added to SpineAttributeDrawers. This should make your default inspectors easier to understand at a glance.
- Added Constraint Attributes You can now use
[SpineIkConstraint][SpineTransformConstraint][SpinePathConstraint] - SpineAttribute dataField parameter can also now detect sibling fields within arrays and serializable structs/classes.
- [SpineAttribute(includeNone:false)] SpineAttributes now have an
includeNoneoptional parameter to specify if you want to include or exclude a none ("") value option in the dropdown menu. Default isincludeNone:true. - [SpineAttachment(skinField:"mySkin")] The SpineAttachment attribute now has a skinField optional parameter to limit the dropdown items to attachments in a specific skin instead of the just default skin or all the skins in SkeletonData.
- SkeletonDebugWindow. Debugging tools have been moved from the SkeletonAnimation and SkeletonUtility component inspectors into its own utility window. You can access "Skeleton Debug" under the
Advanced...foldout in the SkeletonAnimation inspector, or in SkeletonAnimation's right-click/context menu.- Skeleton Baking Window The old Skeleton Baking feature is also now accessible through the SkeletonDataAsset's right-click/context menu.
- AttachmentTools source material.
AttachmentToolsmethods can now accept asourceMaterialargument to copy material properties from. - AttachmentTools Skin Extensions. Using AttachmentTools, you can now add entries by slot name by also providing a skeleton argument. Also
Append(Skin),RemoveAttachmentandClearhave been added. - BoneFollower and SkeletonUtilityBone Add RigidBody Button. The BoneFollower and SkeletonUtilityBone component inspectors will now offer to add a
RigidbodyorRigidbody2Dif it detects a collider of the appropriate type. Having a rigidbody on a moving transform with a collider fits better with the Unity physics systems and prevents excess calculations. It will not detect colliders on child objects so you have to add Rigidbody components manually accordingly. - SkeletonRenderer.OnPostProcessVertices is a new callback that gives you a reference to the MeshGenerator after it has generated a mesh from the current skeleton pose. You can access
meshGenerator.VertexBufferormeshGenerator.ColorBufferto modify these before they get pushed into the UnityEngine.Mesh for rendering. This can be useful for non-shader vertex effects. - Examples
- Examples now use properties. The code in the example scripts have been switched over to using properties instead of fields to encourage their use for consistency. This is in anticipation of both users who want to move the Spine folders to the Unity Plugins folder (compiled as a different assembly), and of Unity 2017's ability to manually define different assemblies for shorter compilation times.
- Mix And Match. The mix-and-match example scene, code and data have been updated to reflect the current recommended setup for animation-compatible custom equip systems The underlying API has changed since 3.5 and the new API calls in MixAndMatch.cs is recommended. Documentation is in progress.
- Sample Components.
AtasRegionAttacherandSpriteAttacherare now part ofSample Components, to reflect that they are meant to be used as sample code rather than production. A few other sample components have also been added. New imports of the unitypackage Examples folder will see a "Legacy" folder comprised of old sample components that no longer contain the most up-to-date and recommended workflows, but are kept in case old setups used them for production.
- Spine folder. In the unitypackage, the "spine-csharp" and "spine-unity" folders are now inside a "Spine" folder. This change will only affect fresh imports. Importing the unitypackage to update Spine-Unity in your existing project will update the appropriate files however you chose to arrange them, as long as the meta files are intact.
- Breaking changes
- The Sprite shaders module was updated to the latest version from the source. Some changes were made to the underlying keyword structure. You may need to review the settings of your lit materials. Particularly, your Fixed Normals settings.
- The
Spine/Skeleton Litshader was switched over to non-fixed-function code. It now no longer requires mesh normals and has fixed normals at the shader level. - The old MeshGenerator classes, interfaces and code in
Spine.Unity.MeshGenerationare now deprecated. All mesh-generating components now share the classSpine.Unity.MeshGeneratordefined inSpineMesh.cs. MeshGenerator is a serializable class.- The
SkeletonRenderer.renderMeshesoptimization is currently non-functional. - Old triangle-winding code has been removed from
SkeletonRenderer. Please use shaders that have backface culling off. - Render settings in
SkeletonGraphiccan now be accessed underSkeletonGraphic.MeshGenerator.settings. This is visible in the SkeletonGraphic inspector asAdvanced... - We will continue to bundle the unitypackage with the empty .cs files of deprecated classes until Spine 3.7 to ensure the upgrade process does not break.
- The
- The [SpineAttachment(slotField:)] optional parameter found property value now acts as a Find(slotName) argument rather than Contains(slotName).
SkeletonAnimatornow uses aSkeletonAnimator.MecanimTranslatorclass to translate an Animator's Mecanim State Machine into skeleton poses. This makes code reuse possible for a Mecanim version of SkeletonGraphic.SkeletonAnimatorautoresetand themixModesarray are now a part of SkeletonAnimator's MecanimTranslator.Translator.autoResetis set to true by default. Old prefabs and scene objects with Skeleton Animator may no longer have correct values set.- Warnings and conditionals checking for specific Unity 5.2-and-below incompatibility have been removed.
XNA/MonoGame
- Added support for clipping
- Removed
RegionBatcherandSkeletonRegionRenderer, renamedSkeletonMeshRenderertoSkeletonRenderer - Added support for two color tint. For it to work, you need to add the
SpineEffect.fxfile to your content project, then load it viavar effect = Content.Load<Effect>("SpineEffect");, and set it on theSkeletonRenderer. See the example project for code. - Added support for any
Effectto be used bySkeletonRenderer - Added
SkeletonDebugRenderer
Java
- Breaking changes
Skeleton.getBoundstakes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.- Removed
Bone.worldToLocalRotationXandBone.worldToLocalRotationY. Replaced byBone.worldToLocalRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added
strideparameter toVertexAttachment.computeWorldVertices. - Removed
RegionAttachment.verticesfield. The vertices array is provided toRegionAttachment.computeWorldVerticesby the API user now. - Removed
RegionAttachment.updateWorldVertices, addedRegionAttachment.computeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the providedworldVerticesarray, starting atoffset, then moving bystridearray elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer. - Additions
- Added support for local and relative transform constraint calculation, including additional fields in
TransformConstraintData - Added
Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added two color tinting support, including
TwoColorTimelineand additional fields onSlotandSlotData. - Added
PointAttachment, additional methodnewPointAttachmentinAttachmentLoaderinterface. - Added
ClippingAttachment, additional methodnewClippingAttachmentinAttachmentLoaderinterface. - Added
SkeletonClipperandTriangulator, used to implement software clipping of attachments. AnimationState#applyreturns boolean indicating if any timeline was applied or not.Animation#applyandTimeline#apply`` now take enumsMixPoseandMixDirection` instead of booleans
libGDX
- Fixed renderer to work with 3.6 changes
- Added support for two color tinting. Use the new
TwoColorPolygonBatchtogether withSkeletonRenderer - Added support for clipping. See
SkeletonClipper. Used automatically bySkeletonRenderer. Does not work when using aSpriteBatchwithSkeletonRenderer. UsePolygonSpriteBatchorTwoColorPolygonBatchinstead. - Added
VertexEffectinterface, instances of which can be set onSkeletonRenderer. Allows to modify vertices before submitting them to GPU. SeeSwirlEffect,JitterEffectandVertexEffectTest.
Lua
- Breaking changes
- Removed
Bone:worldToLocalRotationXandBone:worldToLocalRotationY. Replaced byBone:worldToLocalRotation(rotation given relative to x-axis, counter-clockwise, in degrees). VertexAttachment:computeWorldVerticesnow takes offsets and stride to allow compositing vertices directly in a vertex buffer to be send to the GPU. The compositing is now performed in the backends' respective renderers. This also affects the subclassesMeshAttachment,BoundingBoxAttachmentandPathAttachment.- Removed
RegionAttachment:updateWorldVertices, addedRegionAttachment:computeWorldVertices, which takes offsets and stride to allow compositing vertices directly in a vertex buffer to be send to the GPU. The compositing is now performed in the backends' respective renderers. - Removed
MeshAttachment.worldVerticesfield. Computation is now performed in each backends' respective renderer. Theuvcoordinates are now stored inMeshAttachment.uvs. - Removed
RegionAttachment.verticesfield. Computation is now performed in each backends respective renderer. Theuvcoordinates for each vertex are now stored in theRegionAttachment.uvsfield. - Additions
- Added
Bone:localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added two color tinting support, including
TwoColorTimelineand additional fields onSlotandSlotData. - Added
PointAttachment, additional methodnewPointAttachmentinAttachmentLoaderinterface. - Added support for local and relative transform constraint calculation, including additional fields in
TransformConstraintData - Added
ClippingAttachment, additional methodnewClippingAttachmentinAttachmentLoaderinterface. - Added
SkeletonClipperandTriangulator, used to implement software clipping of attachments. AnimationState#applyreturns boolean indicating if any timeline was applied or not.Animation#applyandTimeline#apply`` now take enumsMixPoseandMixDirection` instead of booleans- Added
JitterEffectandSwirlEffectand support for vertex effects in Corona and Love
Love2D
- Fixed renderer to work with 3.6 changes
- Added support for two color tinting. Enable it via
SkeletonRenderer.new(true). - Added clipping support.
- Added support for vertex effects. Set an implementation like "JitterEffect" on
Skeleton.vertexEffect. Seemain.luafor an example.
Corona
- Fixed renderer to work with 3.6 changes. Sadly, two color tinting is not supported, as Corona doesn't let us change the vertex format needed and its doesn't allow to modify shaders in the way needed for two color tinting
- Added clipping support.
- Added support for vertex effects. Set an implementation like "JitterEffect" on
SkeletonRenderer.vertexEffect. Seemain.luafor an example
Typescript/Javascript
- Breaking changes
Skeleton.getBoundstakes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.- Removed
Bone.worldToLocalRotationXandBone.worldToLocalRotationY. Replaced byBone.worldToLocalRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Removed
VertexAttachment.computeWorldVerticesoverload, changedVertexAttachment.computeWorldVerticesWithtoVertexAttachment.computeWorldVertices, addedstrideparameter. - Removed
RegionAttachment.verticesfield. The vertices array is provided toRegionAttachment.computeWorldVerticesby the API user now. - Removed
RegionAttachment.updateWorldVertices, addedRegionAttachment.computeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the providedworldVerticesarray, starting atoffset, then moving bystridearray elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer. - Additions
- Added support for local and relative transform constraint calculation, including additional fields in
TransformConstraintData - Added
Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees). - Added two color tinting support, including
TwoColorTimelineand additional fields onSlotandSlotData. - Added
PointAttachment, additional methodnewPointAttachmentinAttachmentLoaderinterface. - Added
ClippingAttachment, additional methodnewClippingAttachmentinAttachmentLoaderinterface. - Added
SkeletonClipperandTriangulator, used to implement software clipping of attachments. AnimationState#applyreturns boolean indicating if any timeline was applied or not.Animation#applyandTimeline#apply`` now take enumsMixPoseandMixDirection` instead of booleans
WebGL backend
- Fixed WebGL context loss
- Added
Restorableinterface, implemented by any WebGL resource that needs restoration after a context loss. All WebGL resource classes (Shader,Mesh,GLTexture) implement this interface. - Added
ManagedWebGLRenderingContext. Handles setup of aWebGLRenderingContextgiven a canvas element and restoration of WebGL resources (Shader,Mesh,GLTexture) on WebGL context loss. WebGL resources register themselves with theManagedWebGLRenderingContext. If the context is informed of a context loss and restoration, the registered WebGL resources'restore()method is called. Therestore()method implementation on each resource type will recreate the GPU side objects. - All classes that previously took a
WebGLRenderingContextin the constructor now also allow aManagedWebGLRenderingContext. This ensures existing applications do not break. - To use automatic context restauration:
- Create or fetch a canvas element from the DOM
- Instantiate a
ManagedWebGLRenderingContext, passing the canvas to the constructor. This will setup aWebGLRenderingContextinternally and manage context loss/restoration. - Pass the
ManagedWebGLRenderingContextto the constructors of classes that you previously passed aWebGLRenderingContextto (AssetManager,GLTexture,Mesh,Shader,PolygonBatcher,SceneRenderer,ShapeRenderer,SkeletonRenderer,SkeletonDebugRenderer).
- Added
- Fixed renderer to work with 3.6 changes.
- Added support for two color tinting.
- Improved performance by using
DYNAMIC_DRAWfor vertex buffer objects and fixing bug that copied to much data to the GPU each frame inPolygonBatcher/Mesh. - Added two color tinting support, enabled by default. You can disable it via the constructors of
SceneRenderer,SkeletonRendererandPolygonBatcher. Note that you will need to use a shader created viaShader.newTwoColoredTexturedShadershader withSkeletonRendererandPolygonBatcherif two color tinting is enabled. - Added clipping support
- Added
VertexEffectinterface, instances of which can be set onSkeletonRenderer. Allows to modify vertices before submitting them to GPU. SeeSwirlEffect,JitterEffect, and the example which allows to set effects.
Canvas backend
- Fixed renderer to work for 3.6 changes. Sadly, we can't support two color tinting via the Canvas API.
- Added support for shearing and non-uniform scaling inherited from parent bones.
- Added support for alpha tinting.
Three.js backend
- Fixed renderer to work with 3.6 changes. Two color tinting is not supported.
- Added clipping support
- Added
VertexEffectinterface, instances of which can be set onSkeletonMesh. Allows to modify vertices before submitting them to GPU. SeeSwirlEffect,JitterEffect.
Widget backend
- Fixed WebGL context loss (see WebGL backend changes). Enabled automatically.
- Fixed renderer to work for 3.6 changes. Supports two color tinting & clipping (see WebGL backend changes for details).
- Added fields
atlasContent,atlasPagesContent, andjsonContenttoWidgetConfigurationallowing you to directly pass the contents of the.atlas, atlas page.pngfiles, and the.jsonfile without having to do a request. SeeREADME.mdand the example for details. SpineWidget.setAnimation()now takes an additional optional parameter for callbacks when animations are completed/interrupted/etc.