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mirror of https://github.com/EsotericSoftware/spine-runtimes.git synced 2026-03-26 22:49:01 +08:00
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spine-runtimes/spine-starling/spine-starling-example/.settings
History
Mario Zechner 6b56eb0d95 [as3][starling] Updated to Player version 30.0.
2018-08-01 16:30:13 +02:00
..
launch
[as3][starling] Added default constructors to base classes. Changed project settings to use Air 22. Updated Starling runtime to Starling 2.0, removing PolygonBatch etc. Smoothing and pre-multiplied alpha support currently missing.
2016-07-12 14:18:29 +02:00
com.powerflasher.fdt.classpath
[as3][starling] Updated to Player version 30.0.
2018-08-01 16:30:13 +02:00
com.powerflasher.fdt.core.prefs
[as3][starling] Updated to Player version 30.0.
2018-08-01 16:30:13 +02:00
com.powerflasher.fdt.ui.sourceLocation.prefs
[as3][starling] Added default constructors to base classes. Changed project settings to use Air 22. Updated Starling runtime to Starling 2.0, removing PolygonBatch etc. Smoothing and pre-multiplied alpha support currently missing.
2016-07-12 14:18:29 +02:00
org.eclipse.core.resources.prefs
[starling] Closes #1078, breaking change. If a skeleton requires two color tinting, you have to enable it manually via SKeletonSprite.twoColorTint = true. Skeletons with two color tinting enabled use TwoColorMeshStyle, which has a different vertex layout and shader compared to the default layout and shaders used by Starling and the spine-starling runtime. This will break your batch and add additional draw calls, use with care.
2018-02-08 14:39:51 +01:00
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