64 KiB
3.7
AS3
- Breaking changes
- The completion event will fire for looped 0 duration animations every frame.
MixPoseis now calledMixBlend- Skeleton
flipX/flipYhas been replaced withscaleY/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance - Mix time is no longer affected by
TrackEntry#timeScale. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
- Additions
- Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
TrackEntry#setMixBlend(MixBlend.add)on each track. To specify the blend percentage, setTrackEntry#alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. - Support for stretchy IK
- Support for audio events, see
audioPath,volumeandbalancefields on event (data). TrackEntryhas an additional field calledholdPrevious. It can be used to counter act a limitation ofAnimationStateresulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.
- Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
Starling
- Added support for vertex effects. See
RaptorExample.as - Added 'getTexture()' method to 'StarlingTextureAtlasAttachmentLoader'
- Breaking change: if a skeleton requires two color tinting, you have to enable it via
SkeletonSprite.twoColorTint = true. In this case the skeleton will use theTwoColorMeshStyle, which internally uses a different vertex layout and shader. This means that skeletons with two color tinting enabled will break batching and hence increase the number of draw calls in your app. - Added
VertexEffectand implementationsJitterEffectandSwirlEffect. Allows you to modify vertices before they are submitted for drawing. See Starling changes. - Fix issues with StarlingAtlasAttachmentLoader, see https://github.com/EsotericSoftware/spine-runtimes/issues/939
- Fix issues with region trimming support, see
262bc26c64 - Added support for overriding
StarlingAtlasAttachmentLoader#getTexture(), seeea7dbecb98 - Texture atlas operations are no longer handled in
Starling#newRegionAttachmentandStarling#newMeshAttachmentbut delegated to the atlas. - Added sample for additive animation blending, see
6a556de014/spine-starling/spine-starling-example/src/spine/examples/OwlExample.as - Added sample on how to use bounding box attachment vertices
e20428b026 - Fully transparent meshes are not submitted for rendering.
- No hit-tests are performed when a skeleton is invisible.
C
- Breaking changes
- Listeners on
spAnimationStateandspTrackEntrywill now also be called if a track entry gets disposed as part of disposing an animation state. - The completion event will fire for looped 0 duration animations every frame.
- The spine-cocos2dx and spine-ue4 runtimes are now based on spine-cpp. See below for changes.
- Skeleton
flipX/flipYhas been replaced withscaleY/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance - Mix time is no longer affected by
TrackEntry#timeScale. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194 spMeshAttachmenthas two new fieldsregionTextureWithandregionTextureHeight. These must be set in custom attachment loader. SeeAtlasAttachmentLoader.
- Listeners on
- Additions
- Added support for local and relative transform constraint calculation, including additional fields in
spTransformConstraintData. 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. - 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. - Added
void *userDatatospAnimationStateto be consumed in callbacks. - Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
spTrackEntry->mixBlend = SP_MIXBLEND_ADD)on each track. To specify the blend percentage, setspTrackEntry->alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. - Optimized attachment lookup to give a 40x speed-up. See
cab8127626 - Support for stretchy IK
- Support for audio events, see
audioPath,volumeandbalancefields on event (data). spTrackEntryhas an additional field calledholdPrevious. It can be used to counter act a limitation ofAnimationStateresulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.
- Added support for local and relative transform constraint calculation, including additional fields in
Cocos2d-Objc
- Added vertex effect support to modify vertices of skeletons on the CPU. See
RaptorExample.m. - Explanation how to handle ARC, see
a4f122b08c - The super class
::update()method ofSkeletonRendereris now called, seef7bb981852 - Added improved tint-black shader.
SFML
spine-sfml.hno longer definesSPINE_SHORT_NAMESto avoid collisions with other APIs. See #1058.- Added support for vertex effects. See raptor example.
- Added premultiplied alpha support to
SkeletonDrawable. UseSkeletonDrawable::setUsePremultipliedAlpha(), see34086c1f41 - Added additive animation blending sample, see
b7e712d3ca/spine-sfml/example/main.cpp (L369)
C++
- ** Additions **
- Added C++ Spine runtime. See the spine-cpp Runtime Guide for more information on spine-cpp.
- Added parsing of non-essential data (fps, images path, audio path) to for
.json/.skelparsers.
Cocos2d-x
- Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
- Added
spAtlasPage_setCustomTextureLoader()which let's you do texture loading manually. Thanks @jareguo. - Added
SkeletonRenderer:setSlotsRange()andSkeletonRenderer::createWithSkeleton(). This allows you to split rendering of a skeleton up into multiple parts, and render other nodes in between. SeeSkeletonRendererSeparatorExample.cppfor an example. - Fully transparent attachments will not be rendered, improving rendering performance.
- Added improved tint-black shader.
- Updated to cocos2d-x 3.16
- The skeleton setup pose and world transform are now calculated on initialization to avoid flickering on start-up.
- Updated to cocos2d-x 3.17.1
- Breaking change: Switched from spine-c to spine-cpp as the underlying Spine runtime. See the spine-cpp Runtime Guide for more information on spine-cpp.
- Added
Cocos2dAttachmentLoaderto be used when constructing anAtlas. Used by default bySkeletonAnimationandSkeletonRendererwhen creating instances via thecreateXXXmethods. - All C structs and enums
spXXXhave been replaced with their C++ equivalentsspine::XXXin all public interfaces. - All instantiations via
newof C++ classes from spine-cpp should contain(__FILE__, __LINE__). This allows the tracking of instantations and detection of memory leaks via thespine::DebugExtension.
- Added
SFML
- Create a second SFML backend using spine-cpp. See the spine-cpp Runtime Guide for more information on spine-cpp.
- Added support for vertex effects. See raptor example.
- Added premultiplied alpha support to
SkeletonDrawable. UseSkeletonDrawable::setUsePremultipliedAlpha(), see34086c1f41 - Added additive animation blending sample, see
b7e712d3ca/spine-sfml/example/main.cpp (L369)
UE4
- spine-c is now exposed from the plugin shared library on Windows via __declspec.
- Updated to Unreal Engine 4.18
- Added C++ example, see
15011e81b7 SkeletonRendererComponentgenerates collision meshes by default.- Disabled generation of collision meshes by
SkeletonRendererComponent. BothProceduralMeshComponentandRuntimeMeshComponenthave a bug that generates a new PhysiX file every frame per component. Users are advised to add a separate collision shape to the root scene component of an actor instead. - Using UE4
FMemoryallocator by default. This should fix issues on some consoles. - Breaking change moved away from
RuntimeMeshComponent, as its maintainance has seized, back toProceduralMeshComponent. Existing projects should just work. However, if you run into issues, you may have to remove the oldSpineSkeletonRendererComponentand add a new one to your existing actors. - Breaking change due to the removal of
RuntimeMeshComponentand reversal toProceduralMeshComponent, two color tinting is currently not supported.ProceduralMeshComponentdoes not support enough vertex attributes for us to encode the second color in the vertex stream. You can remove theRuntimeMeshComponent/directory from your plugins directory and remove the component from anybuild.csfiles that may reference it. - Breaking change: Switched from spine-c to spine-cpp as the underlying Spine runtime. See the spine-cpp Runtime Guide for more information on spine-cpp.
- All C structs and enums
spXXXhave been replaced with their C++ equivalentsspine::XXXin all public interfaces. - All instantiations via
newof C++ classes from spine-cpp should contain(__FILE__, __LINE__). This allows the tracking of instantations and detection of memory leaks via thespine::DebugExtension. - Updated to Unreal Engine 4.20 (samples require 4.17+), see the
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/SpinePlugin.build.csfile on how to compile in 4.20 with the latest UBT API changes. - Updated to Unreal Engine 4.21 (samples require 4.21).
- Breaking change:
UBoneDriverComponentandUBoneFollowerComponentare nowUSceneComponentinstead ofUActorComponent. They either update only themselves, or also the owningUActor, depending on whether the new flagUseComponentTransformis set. See https://github.com/EsotericSoftware/spine-runtimes/pull/1175 - Added query methods for slots, bones, skins and animations to
SpineSkeletonComponentandUTrackEntry. These allow you to query these objects by name in both C++ and blueprints. - Added
Preview AnimationandPreview Skinproperties toSpineSkeletonAnimationComponent. Enter an animation or skin name to live-preview it in the editor. Enter an empty string to reset the animation or skin.
C#
- Breaking changes
- The completion event will fire for looped 0 duration animations every frame.
- Skeleton
flipX/flipYhas been replaced withscaleY/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance - Mix time is no longer affected by
TrackEntry#timeScale. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
- Additions
- Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
TrackEntry#MixBlend = MixBlend.addon each track. To specify the blend percentage, setTrackEntry#Alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. - Support for stretchy IK
- Support for audio events, see
audioPath,volumeandbalancefields on event (data). TrackEntryhas an additional field calledholdPrevious. It can be used to counter act a limitation ofAnimationStateresulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.
- Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
Unity
- Runtime and Editor, and Assembly Definition Files and folders have been reorganized into "Runtime" and "Editor". Each of these have an
.asmdeffile that defines these separately as their own assembly in Unity (Note: Spine.asmdeffiles are currently deactivated to.txtextension, see below). For projects not using assembly definition, you may delete the.asmdeffiles. These assembly definitions will be ignored by older versions of Unity that don't support it.- In this scheme, the entirety of the base spine-csharp runtime is inside the "Runtime" folder, to be compiled in the same assembly as spine-unity so they can continue to share internal members.
- Spine
.asmdeffiles are now deactivated (using.txtextension) by default This prevents problems when updating Spine through unitypackages, overwriting the Timeline reference entry inspine-unity.asmdef(added automatically when enabling Unity 2019 Timeline support, seeTimeline Support for Unity 2019), causing compile errors. In case you want to enable the.asmdeffiles, rename the files:Spine/Runtime/spine-unity.txttoSpine/Runtime/spine-unity.asmdefandSpine/Editor/spine-unity-editor.txttoSpine/Editor/spine-unity-editor.asmdef. - SkeletonAnimator is now SkeletonMecanim The Spine-Unity Mecanim-driven component
SkeletonAnimatorhas been renamedSkeletonMecanimto make it more autocomplete-friendly and more obvious at human-glance. The .meta files and guids should remain intact so existing projects and prefabs should not break. However, user code needs to be updated to useSkeletonMecanim. - SpineAtlasAsset The existing
AtlasAssettype has been renamed toSpineAtlasAssetto signify that it specifically uses a Spine/libGDX atlas as its source. Serialization should be intact but user code will need to be updated to refer to existing atlases asSpineAtlasAsset.- AtlasAssetBase
SpineAtlasAssetnow has an abstract base class calledSpineAtlasAsset. This is the base class to derive when using alternate atlas sources. Existing SkeletonDataAsset field "atlasAssets" now have the "AtlasAssetBase" type. Serialization should be intact, but user code will need to be updated to refer to the atlas assets accordingly. - This change is in preparation for alternate atlas options such as Unity's SpriteAtlas.
- AtlasAssetBase
- Optional Straight Alpha for shaders Spine-Unity's included Unity shaders now have a
_STRAIGHT_ALPHA_INPUTshader_feature, toggled as a checkbox in the Material's inspector. This allows the Material to use a non-premultiplied alpha/straight alpha input texture.- The following shaders now have the "Straight Alpha Texture" checkbox when used on a material:
Spine/SkeletonSpine/Skeleton Tint BlackSpine/Skeleton LitSpine/Skeleton TintSpine/Skeleton FillSpine/SkeletonGraphic (Premultiply Alpha)was renamed toSpine/SkeletonGraphicSpine/SkeletonGraphic Tint Black (Premultiply Alpha)was renamed toSpine/SkeletonGraphic Tint BlackSpine/Skeleton PMA MultiplySpine/Skeleton PMA Screen
- Dedicated straight alpha shaders were removed from the runtime.
Spine/Straight Alpha/Skeleton FillSpine/Straight Alpha/Skeleton Tint
- The following shaders now have the "Straight Alpha Texture" checkbox when used on a material:
- Detection of Incorrect Texture Settings Especially when atlas textures are exported with setting
Premultiply alphaenabled, it is important to configure Unity's texture import settings correctly. By default, you will now receive warnings where texture settings are expected to cause incorrect rendering.- The following rules apply:
sRGB (Color Texture)shall be disabled whenGenerate Mip Mapsis enabled, otherwise you will receive white border outlines.Alpha Is Transparencyshall be disabled onPremultiply alphatextures, otherwise you will receive light ghosting artifacts in transparent areas.
- These warnings can be disabled in
Edit - Preferences - Spine.
- The following rules apply:
- Sprite Mask Support for all Included Shaders The
Skeleton AnimationandSkeleton Mecanimcomponents now provide an additionalMask Interactionfield in the Inspector, covering identical functionality as Unity's built inSprite Renderercomponent:Mask Interactionmodes:None- The sprite will not interact with the masking system. Default behavior.Visible Inside Mask- The sprite will be visible only in areas where a mask is present.Visible Outside Mask- The sprite will be visible only in areas where no mask is present.
Automatically Generated MaterialsWhen switchingMask Interactionmodes in the Inspector outside of Play mode, the required additional material assets are generated for the respectiveStencil Compareparameters - with file suffixes'_InsideMask'and'_OutsideMask', placed in the same folder as the original materials. By default all generated materials are kept as references by theSkeleton Animationcomponent for switching at runtime. These materials can be managed and optimized via theSkeletonAnimation'sAdvancedsection:- Using the
Clearbutton you can clear the reference to unneeded materials, - Using the
Deletebutton the respective assets are deleted as well as references cleared. Note that otherSkeleton AnimationGameObjects might still reference the materials, so use with caution! - With the
Setbutton you can again assign a link to the respective materials to prepare them for runtime use. If the materials were not present or have been deleted, they are generated again based on the default materials.
- Using the
- When switching
Mask Interactionmode at runtime, the previously prepared materials are switched active automatically. When the respective materials have not been prepared, material copies of the default materials are created on the fly. Note that these materials are not shared between similarSkeleton AnimationGameObjects, so it is recommended to use the generated material assets where possible. - Every shader now exposes the
Stencil Compareparameter for further customization. This way you have maximum flexibility to use custom mechanisms to switch materials at runtime if you should ever need more than the three materials generated bySkeleton Animation'sMask Interactionparameter. ReferenceStencil Comparevalues are:CompareFunction.DisabledforMask Interaction - NoneCompareFunction.LessEqualforMask Interaction - Visible Inside MaskCompareFunction.GreaterforMask Interaction - Visible Outside Mask
- RectMask2D Support for SkeletonGraphic Both
SkeletonGraphicshaders 'Spine/SkeletonGraphic' and 'Spine/SkeletonGraphic Tint Black' now respect masking areas defined via Unity'sRectMask2Dcomponent. - Timeline Support for Unity 2019 using the existing Timeline components. By default, all Spine Timeline components are deactivated in Unity 2019 and can be activated via the Spine Preferences menu. This step became necessary because in Unity 2019, Timeline has been moved to a separate Package and is no longer included in the Unity core. Please visit
Edit - Preferences - Spineand atTimeline Package SupporthitEnableto automatically perform all necessary steps to activate the Timeline components. This will automatically:- download the Unity Timeline package
- activate the Spine Timeline components by setting the compile definition
SPINE_TIMELINE_PACKAGE_DOWNLOADEDfor all platforms - modify the
spine-unity.asmdeffile by adding the reference to the Unity Timeline library.
- Added
Create 2D Hinge Chainfunctionality atSkeletonUtilityBoneinspector, previously onlyCreate 3D Hinge Chainwas available.
XNA/MonoGame
- Added support for any
Effectto be used bySkeletonRenderer - Added support for
IVertexEffectto modify vertices of skeletons on the CPU.IVertexEffectinstances can be set on theSkeletonRenderer. See example project. - Added
SkeletonDebugRenderer - Made
MeshBatcherof SkeletonRenderer accessible via a getter. Allows user to batch their own geometry together with skeleton meshes for maximum batching instead of using XNA SpriteBatcher.
Java
- Breaking changes
- Skeleton attachments: Moved update of attached skeleton out of libGDX
SkeletonRenderer, added overloaded methodSkeleton#updateWorldTransform(Bone), used forSkeletonAttachment. You now MUST call this new method with the bone of the parent skeleton to which the child skeleton is attached. SeeSkeletonAttachmentTestfor and example. - The completion event will fire for looped 0 duration animations every frame.
MixPoseis now calledMixBlend.- Skeleton
flipX/flipYhas been replaced withscaleY/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance - Mix time is no longer affected by
TrackEntry#timeScale. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
- Skeleton attachments: Moved update of attached skeleton out of libGDX
- Additions
- Added
EventData#audioPathfield. This field contains the file name of the audio file used for the event. - Added convenience method to add all attachments from one skin to another, see
a0b7bb6c44 - Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
TrackEntry#setMixBlend(MixBlend.add)on each track. To specify the blend percentage, setTrackEntry#alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. - Support for stretchy IK
- Support for audio events, see
audioPath,volumeandbalancefields on event (data). TrackEntryhas an additional field calledholdPrevious. It can be used to counter act a limitation ofAnimationStateresulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.
- Added
libGDX
- Added
VertexEffectinterface, instances of which can be set onSkeletonRenderer. Allows to modify vertices before submitting them to GPU. SeeSwirlEffect,JitterEffectandVertexEffectTest. - Added improved tint-black shader.
- Improved performance by avoiding batch flush when not switching between normal and additive rendering with PMA
- Improvements to skeleton viewer.
TwoColorPolygonBatchimplements theBatchinterface, allowing to the be used with other libGDX classes that require a batcher for drawing, potentially improving performance. Seea46b3d1d0c- Added
SkeletonDrawableto render skeletons in scene2d UIb93686c185
Lua
- Breaking changes
- The completion event will fire for looped 0 duration animations every frame.
- Skeleton
flipX/flipYhas been replaced withscaleY/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance - Mix time is no longer affected by
TrackEntry#timeScale. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
- Additions
- Added
JitterEffectandSwirlEffectand support for vertex effects in Corona and Love - Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
TrackEntry:setMixBlend(MixBlend.add)on each track. To specify the blend percentage, setTrackEntry.alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. - Support for stretchy IK
- Support for audio events, see
audioPath,volumeandbalancefields on event (data). TrackEntryhas an additional field calledholdPrevious. It can be used to counter act a limitation ofAnimationStateresulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.
- Added
Love2D
- Added support for vertex effects. Set an implementation like "JitterEffect" on
Skeleton.vertexEffect. Seemain.luafor an example.
Corona
- Added support for vertex effects. Set an implementation like "JitterEffect" on
SkeletonRenderer.vertexEffect. Seemain.luafor an example
Typescript/Javascript
- Breaking changes
- The completion event will fire for looped 0 duration animations every frame.
- Skeleton
flipX/flipYhas been replaced withscaleY/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance - Mix time is no longer affected by
TrackEntry#timeScale. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
- Additions
- Added
AssetManager.loadTextureAtlas. Instead of loading the.atlasand corresponding image files manually, you can simply specify the location of the.atlasfile and AssetManager will load the atlas and all its images automatically.AssetManager.get("atlasname.atlas")will then return an instance ofspine.TextureAtlas. - Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call
TrackEntry#setMixBlend(MixBlend.add)on each track. To specify the blend percentage, setTrackEntry#alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. Seef045d22183/spine-ts/webgl/tests/test-additive-animation-blending.htmlfor an example. - Added work-around for iOS WebKit JIT bug, see
c28bbebf80 - Support for stretchy IK
- Support for audio events, see
audioPath,volumeandbalancefields on event (data). TrackEntryhas an additional field calledholdPrevious. It can be used to counter act a limitation ofAnimationStateresulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.
- Added
WebGL backend
- 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. - Added
slotRangeStartandslotRangeEndparameters toSkeletonRenderer#drawandSceneRenderer#drawSkeleton. This allows you to render only a range of slots in the draw order. Seespine-ts/webgl/tests/test-slot-range.htmlfor an example. - Added improved tint-black shader.
- Added
SceneRenderer#drawTextureUV(), allowing to draw a texture with manually specified texture coordinates. - Exposed all renderers in
SceneRenderer.
Canvas backend
- Added support for shearing and non-uniform scaling inherited from parent bones.
- Added support for alpha tinting.
Three.js backend
- Added
VertexEffectinterface, instances of which can be set onSkeletonMesh. Allows to modify vertices before submitting them to GPU. SeeSwirlEffect,JitterEffect. - Added support for multi-page atlases
Widget backend
- 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.
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. - The completion event will fire for looped 0 duration animations every frame.
- Removed
-
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.
- Added
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 - Added 'getTexture()' method to 'StarlingTextureAtlasAttachmentLoader'
- Breaking change: if a skeleton requires two color tinting, you have to enable it via
SkeletonSprite.twoColorTint = true. In this case the skeleton will use theTwoColorMeshStyle, which internally uses a different vertex layout and shader. This means that skeletons with two color tinting enabled will break batching and hence increase the number of draw calls in your app.
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. - The completion event will fire for looped 0 duration animations every frame.
- 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.
- Added support for local and relative transform constraint calculation, including additional fields in
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. - Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
- Added
spAtlasPage_setCustomTextureLoader()which let's you do texture loading manually. Thanks @jareguo. - Added
SkeletonRenderer:setSlotsRange()andSkeletonRenderer::createWithSkeleton(). This allows you to split rendering of a skeleton up into multiple parts, and render other nodes in between. SeeSkeletonRendererSeparatorExample.cppfor an example.
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. - The completion event will fire for looped 0 duration animations every frame.
-
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 support for
IVertexEffectto modify vertices of skeletons on the CPU.IVertexEffectinstances can be set on theSkeletonRenderer. See example project. - Added
SkeletonDebugRenderer - Made
MeshBatcherof SkeletonRenderer accessible via a getter. Allows user to batch their own geometry together with skeleton meshes for maximum batching instead of using XNA SpriteBatcher.
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. - Skeleton attachments: Moved update of attached skeleton out of libGDX
SkeletonRenderer, added overloaded methodSkeleton#updateWorldTransform(Bone), used forSkeletonAttachment. You now MUST call this new method with the bone of the parent skeleton to which the child skeleton is attached. SeeSkeletonAttachmentTest` for and example. - The completion event will fire for looped 0 duration animations every frame.
-
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
- Added support for local and relative transform constraint calculation, including additional fields in
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. - The completion event will fire for looped 0 duration animations every frame.
- Removed
- 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. - The completion event will fire for looped 0 duration animations every frame.
- Removed the Spine Widget in favor of Spine Web Player.
-
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- Added
AssetManager.loadTextureAtlas. Instead of loading the.atlasand corresponding image files manually, you can simply specify the location of the.atlasfile and AssetManager will load the atlas and all its images automatically.AssetManager.get("atlasname.atlas")will then return an instance ofspine.TextureAtlas. - Added the Spine Web Player
- Added support for local and relative transform constraint calculation, including additional fields in
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. - Added
slotRangeStartandslotRangeEndparameters toSkeletonRenderer#drawandSceneRenderer#drawSkeleton. This allows you to render only a range of slots in the draw order. Seespine-ts/webgl/tests/test-slot-range.htmlfor an example.
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. - Added support for multi-page atlases
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.