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@@ -1,70 +1,3 @@
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-# 3.8
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-
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-## AS3
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-* **Breaking changes**
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-
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-* **Additions**
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-
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-### Starling
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-
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-## C
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-* **Breaking changes**
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-
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-* **Additions**
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-
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-### Cocos2d-Objc
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-
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-### SFML
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-
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-## C++
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-* ** Additions **
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-
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-* **Breaking changes**
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-
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-### Cocos2d-x
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-### SFML
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-
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-### UE4
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-
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-## C# ##
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-* **Breaking changes**
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-
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-* **Additions**
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-
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-### Unity
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-
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-### XNA/MonoGame
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-
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-## Java
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-* **Breaking changes**
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-
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-* **Additions**
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-
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-### libGDX
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-
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-## Lua
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-* **Breaking changes**
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-*
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-* **Additions**
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-
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-### Love2D
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-
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-### Corona
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-
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-## Typescript/Javascript
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-* **Breaking changes**
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-
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-* **Additions**
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-
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-### WebGL backend
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-
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-### Canvas backend
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-
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-### Three.js backend
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-
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-### Player
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-
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-
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# 3.7
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## AS3
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@@ -166,6 +99,7 @@
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* Updated to Unreal Engine 4.20 (samples require 4.17+), see the `spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/SpinePlugin.build.cs` file on how to compile in 4.20 with the latest UBT API changes.
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* Updated to Unreal Engine 4.21 (samples require 4.21).
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* **Breaking change**: `UBoneDriverComponent` and `UBoneFollowerComponent` are now `USceneComponent` instead of `UActorComponent`. They either update only themselves, or also the owning `UActor`, depending on whether the new flag `UseComponentTransform` is set. See https://github.com/EsotericSoftware/spine-runtimes/pull/1175
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+* Added query methods for slots, bones, skins and animations to `SpineSkeletonComponent` and `UTrackEntry`. These allow you to query these objects by name in both C++ and blueprints.
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## C# ##
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* **Breaking changes**
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