Richard Davey
165c9085e6
New full build of Spine Plugin
2020-10-16 15:14:55 +01:00
Richard Davey
709ea50d61
New dist
2020-10-16 15:13:15 +01:00
Richard Davey
7d8302e09c
Added mention about masks to docs
2020-10-16 15:13:10 +01:00
Richard Davey
87791be8ac
New build
2020-10-16 15:07:55 +01:00
Richard Davey
b96e15f2ec
Handle child masking. Fix #5354
2020-10-16 15:07:47 +01:00
Richard Davey
e99a069181
New debug build
2020-10-16 14:12:15 +01:00
Richard Davey
d4f75a5b7e
Container specific changes
2020-10-16 14:12:09 +01:00
Richard Davey
dc7bdf1e99
We can just pass off to the existing render function. Yay!
2020-10-16 14:11:56 +01:00
Richard Davey
7add222a87
Update SpineGameObjectCanvasRenderer.js
2020-10-16 14:11:40 +01:00
Richard Davey
9a2c7ab154
Removed interpolationPercentage parameter
2020-10-16 14:11:34 +01:00
Richard Davey
beb26164a1
New debug build
2020-10-16 13:52:00 +01:00
Richard Davey
03bcacba2a
Update SpineGameObjectWebGLRenderer.js
2020-10-16 13:51:52 +01:00
Richard Davey
923b1351fa
The Spine Plugin now uses a single instance of the Scene Renderer when running under WebGL. All instances of the plugin (installed per Scene) share the same base Scene Renderer, avoiding duplicate allocations and resizing events under multi-Scene games. Fix #5286
2020-10-16 13:51:40 +01:00
Richard Davey
ff893b801a
New plugin build
2020-10-16 11:38:23 +01:00
Richard Davey
71226a1548
Testing if we can just pass off rendering directly.
2020-10-16 11:38:16 +01:00
Richard Davey
3fa295f541
Vastly reduced the complexity of the rendering. Now only gets called if it will actually render.
2020-10-16 11:38:04 +01:00
Richard Davey
67f24ea363
SpineGameObject.willRender
is no longer hard-coded to return true
. It instead now takes a Camera parameter and performs all of the checks needed before returning. Previously, this happened during the render functions.
2020-10-16 11:37:23 +01:00
Richard Davey
2a1223184f
New debug build
2020-10-14 15:16:21 +01:00
Richard Davey
271c88fab3
Handle negative scales
2020-10-14 15:16:07 +01:00
Richard Davey
8708255948
Removed Layer3D Game Object and old MeshPipeline
2020-10-13 10:56:21 +01:00
Richard Davey
e347bd0e2a
Cam3D plugin updated for 3.50
2020-10-10 10:29:12 +01:00
Richard Davey
4eb5bbdc8b
Removed un-needed files
2020-10-09 13:25:26 +01:00
Richard Davey
ea36036688
New Spine Plugin dist build
2020-10-05 14:16:46 +01:00
Richard Davey
725e8bcbd6
SpineFile
now uses a !
character to split the keys, instead of an underscore, preventing the plugin from incorrectly working out the keys for filenames with underscores in them. Fix #5336
2020-10-05 14:15:15 +01:00
Richard Davey
6bc858e332
Moved out OBJFile and updated PipelineManager
2020-10-01 18:00:02 +01:00
Richard Davey
3baecb19d4
Moved old mesh pipeline and code into own folder
2020-10-01 17:56:49 +01:00
Richard Davey
e11c820570
Updated plugin
2020-09-29 12:13:36 +01:00
Richard Davey
3f2ad4dd79
SpineFile
will now check to see if another identical atlas in the load queue is already loading the texture it needs and will no longer get locked waiting for a file that will never complete. This allows multiple skeleton JSONs to use the same atlas data. Fix #5331
2020-09-29 12:13:25 +01:00
Richard Davey
09a6d0e862
Updated to 3.8.99 runtimes
2020-09-29 11:40:38 +01:00
Richard Davey
e9a143ac2a
Create README.md
2020-09-29 11:40:15 +01:00
Richard Davey
b93426439f
Added moduleResolution
so the runtimes build
2020-09-29 11:40:12 +01:00
Richard Davey
1665c1267d
Removed interpolationPercentage
and used new matrix function
2020-09-29 10:56:45 +01:00
Richard Davey
8af35be8f1
Make defaults match JSDocs
2020-09-17 18:06:59 +01:00
Richard Davey
18d0d58cb5
Spine Plugin updated for Beta 6
2020-09-11 16:53:50 +01:00
Richard Davey
8d02da00f2
Better conditional flow
2020-09-01 13:30:22 +01:00
Richard Davey
1406f23bd6
New dist debug builds
2020-09-01 13:06:07 +01:00
Richard Davey
d18e44d665
Fixed rebind order. Fix #5277
2020-09-01 13:05:54 +01:00
Richard Davey
1fa91daa39
The Spine Plugin destroy
method will now no longer remove the Game Objects from the Game Object Factory, or dispose of the Scene Renderer. This means when a Scene is destroyed, it will keep the Game Objects in the factory for other Scene's to use. Fix #5279
...
`SpinePlugin.gameDestroy` is a new method that is called if the Game instance emits a `destroy` event. It removes the Spine Game Objects from the factory and disposes of the Spine scene renderer.
2020-09-01 10:46:22 +01:00
Richard Davey
141dd12732
Update readme.md
2020-08-26 13:55:19 +01:00
Richard Davey
f51200479b
The Camera3D
Plugin has been rebuilt for Phaser 3.50 and the webpack config updated.
2020-08-26 13:19:00 +01:00
Richard Davey
3f9950fc00
Update Sprite3D.js
2020-08-26 13:06:15 +01:00
Richard Davey
798fa8f5fd
The SpineFile
will no longer throw a warning if adding a texture into the Texture Manager that already exists. This allows you to have multiple Spine JSON use the same texture file, however, it also means you now get no warning if you accidentally load a texture that exists, so be careful with your keys! Fix #4947
2020-08-26 00:14:16 +01:00
Richard Davey
413a148a31
Updated docs and Creator param
2020-08-26 00:00:00 +01:00
Richard Davey
a9c32d4efa
The SpineGameObject.setAnimation
method will now use the trackIndex
parameter if ignoreIfPlaying
is set and run the check against this track index. Fix #4842
2020-08-25 23:59:42 +01:00
Richard Davey
f97afe16e7
New Spine Plugin build
2020-08-25 18:30:07 +01:00
Richard Davey
6c26e27286
Update copy-to-examples.js
2020-08-25 18:29:58 +01:00
Richard Davey
2531b67dd1
New Container factory functions
2020-08-25 18:28:45 +01:00
Richard Davey
ce8039cb90
Spine Game Objects now use -1 as their default blend mode, which means 'skip setting it'.
2020-08-25 18:28:35 +01:00
Richard Davey
0704611ee4
SpineContainer
is a new Game Object available via this.add.spinecontainer
to which you can add Spine Game Objects only. It uses a special rendering function to retain batching, even across multiple container or Spine Game Object instances, resulting in dramatically improved performance over using regular Containers. Fix #5174
2020-08-25 18:27:55 +01:00
Richard Davey
482f016898
A Spine Game Object with setVisible(false)
will no longer still cause internal gl commands and is now properly skipped, retaining any current batch in the process. Fix #5174
2020-08-25 18:23:27 +01:00