Commit graph

255 commits

Author SHA1 Message Date
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