Richard Davey
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a6e325807c
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The SpineFile.onFileComplete handler was running a regular expression against file.src instead of file.url , sometimes leading to double paths in the atlas paths on loading. Fix #6642
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2024-02-01 14:02:21 +00:00 |
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Richard Davey
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2d6594cb18
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Added setSlotAlpha to Spine 3 plugin
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2024-02-01 14:02:10 +00:00 |
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Richard Davey
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364dad966c
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SpineGameObject.setSkeletonFromJSON has been fixed so it now passes the parameters in the correct order to the setSkeleton method. Fix #6585
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2023-11-10 14:45:11 +00:00 |
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Julius Diaz Panoriñgan
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a902fe05da
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fix JSDoc fired event: Phaser.Loader.LoaderPlugin#ADD -> Phaser.Loader.Events#ADD
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2023-07-26 09:51:49 -07:00 |
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Richard Davey
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197d2215a7
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If a SpineContainer had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627
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2023-02-06 17:44:22 +00:00 |
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Richard Davey
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083a465f8d
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Previously, it wasn't possible for multiple Spine Atlases to use PNGs with the exact same filename, even if they were in different folders. The SpineFile loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key was bonus and the PNG in the atlas was coin.png then the final key (as stored in the Texture Manager) is now bonus:coin.png . The SpinePlugin.getAtlasCanvas and getAtlasWebGL methods have been updated to reflect this change. Fix #6022
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2023-02-06 17:35:50 +00:00 |
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Richard Davey
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1fa400b431
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The Spine Plugin add and make functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via addToScene: false ) then the Sprite would take on the texture frame entirely from that point on. Fix #6362
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2023-02-06 16:44:32 +00:00 |
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Richard Davey
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54e7754863
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Using drawDebug on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380
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2023-02-06 16:14:17 +00:00 |
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JustinTien
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9fa74e7dc4
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spine4.1 plugin about createSkeleton perf issue (also optimize spine plugin spineFileCallback func)
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2023-01-14 04:52:24 +08:00 |
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Richard Davey
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c3a7727852
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Update SpineGameObject.js
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2022-11-22 21:55:33 +00:00 |
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Richard Davey
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8c154e0928
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Update SpineGameObject.js
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2022-08-19 16:44:46 +01:00 |
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Richard Davey
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59fbcc5ca3
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Updated copyright year
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2022-02-28 14:29:51 +00:00 |
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Richard Davey
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1abf11e4f9
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Update SpineGameObject.js
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2022-02-08 22:20:52 +00:00 |
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Richard Davey
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f733f8429b
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New Spine runtimes
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2022-02-04 16:05:09 +00:00 |
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Richard Davey
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e68f09cefb
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Updated jsdocs. Fix #5857
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2022-02-04 16:05:02 +00:00 |
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Richard Davey
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c7f95ba407
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New Spine runtime update
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2022-01-21 17:20:15 +00:00 |
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Richard Davey
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496b928c61
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Fixed eslint issues
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2021-09-21 11:38:33 +01:00 |
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xiamidaxia
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4ada682501
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Fix all scene share the same spine renderer.
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2021-07-01 14:06:27 +08:00 |
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xiamidaxia
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eb6ef7debd
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Fix SpinePlugin destroy
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2021-06-30 20:41:25 +08:00 |
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xiamidaxia
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f93388851a
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Fix spine plugin multiple game instances support #5765
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2021-06-30 19:42:18 +08:00 |
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Richard Davey
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825c2821bb
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The Spine Plugin factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it
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2021-03-26 11:14:07 +00:00 |
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Richard Davey
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17ceb810e8
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Spine Game Objects and Containers will now add themselves to the Camera render list, fixing issues where input didn't work if depth was used or they were overlapped with another interactive Game Object.
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2021-03-02 14:59:12 +00:00 |
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Richard Davey
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13fde9ce7a
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Update SpinePlugin.js
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2021-03-02 14:59:00 +00:00 |
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Pong
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9ff874edf1
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fix(spine-plugin): errors throw while game destroy
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2021-02-22 20:50:03 +08:00 |
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Richard Davey
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c5afbb41ef
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Fixed docs
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2021-01-10 11:35:45 +00:00 |
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jdcook
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80df367113
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fixed spine texture bug when using prefixes
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2021-01-04 13:02:51 -06:00 |
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Richard Davey
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1a65f50a25
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Added new renderDirect hook which RenderTexture can use. Fix #5431
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2020-12-11 13:40:53 +00:00 |
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Richard Davey
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297c44595a
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Enforce this on Container children only
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2020-12-11 13:19:26 +00:00 |
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Richard Davey
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1d56c360af
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Fixed docs and ended batch if rendering.
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2020-12-11 13:13:28 +00:00 |
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Richard Davey
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cdad93e0ca
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Pass the container to willRender
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2020-12-11 13:13:08 +00:00 |
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Richard Davey
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06155cb06a
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Updated docs
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2020-12-11 13:12:57 +00:00 |
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Richard Davey
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69a7d5f756
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No need to vertically flip any longer. Fix #5428
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2020-12-11 12:42:26 +00:00 |
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Richard Davey
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2ffe15109b
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Rebuilt for latest Spine Runtimes
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2020-12-05 11:18:05 +00:00 |
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Richard Davey
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ce3645cbb2
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Don't check skeleton alpha, use flags instead.
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2020-10-20 17:57:59 +01:00 |
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Richard Davey
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7d8302e09c
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Added mention about masks to docs
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2020-10-16 15:13:10 +01:00 |
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Richard Davey
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b96e15f2ec
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Handle child masking. Fix #5354
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2020-10-16 15:07:47 +01:00 |
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Richard Davey
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d4f75a5b7e
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Container specific changes
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2020-10-16 14:12:09 +01:00 |
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Richard Davey
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dc7bdf1e99
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We can just pass off to the existing render function. Yay!
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2020-10-16 14:11:56 +01:00 |
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Richard Davey
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7add222a87
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Update SpineGameObjectCanvasRenderer.js
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2020-10-16 14:11:40 +01:00 |
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Richard Davey
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9a2c7ab154
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Removed interpolationPercentage parameter
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2020-10-16 14:11:34 +01:00 |
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Richard Davey
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03bcacba2a
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Update SpineGameObjectWebGLRenderer.js
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2020-10-16 13:51:52 +01:00 |
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Richard Davey
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923b1351fa
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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
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2020-10-16 13:51:40 +01:00 |
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Richard Davey
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71226a1548
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Testing if we can just pass off rendering directly.
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2020-10-16 11:38:16 +01:00 |
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Richard Davey
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3fa295f541
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Vastly reduced the complexity of the rendering. Now only gets called if it will actually render.
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2020-10-16 11:38:04 +01:00 |
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Richard Davey
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67f24ea363
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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.
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2020-10-16 11:37:23 +01:00 |
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Richard Davey
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271c88fab3
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Handle negative scales
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2020-10-14 15:16:07 +01:00 |
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Richard Davey
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725e8bcbd6
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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
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2020-10-05 14:15:15 +01:00 |
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Richard Davey
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3f2ad4dd79
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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
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2020-09-29 12:13:25 +01:00 |
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Richard Davey
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1665c1267d
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Removed interpolationPercentage and used new matrix function
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2020-09-29 10:56:45 +01:00 |
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Richard Davey
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8af35be8f1
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Make defaults match JSDocs
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2020-09-17 18:06:59 +01:00 |
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