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Updated READMEs to point to correct zips

badlogic 8 rokov pred
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+ 1 - 1
spine-as3/README.md

@@ -18,7 +18,7 @@ spine-as3 does not yet support loading the binary format.
 
 ## Usage
 1. Create a new Flex or Adobe AIR project in your preferred IDE.
-2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 3. Add the sources from `spine-as3/spine-as3/src/` to your project
 
 ## Example

+ 1 - 1
spine-c/README.md

@@ -18,7 +18,7 @@ spine-c supports all Spine features.
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Open the `spine-c.sln` Visual C++ 2010 Express project file. For other IDEs, you will need to create a new project and import the source.
 
 Alternatively, the contents of the `spine-c/spine-c/src` and `spine-c/spine-c/include` directories can be copied into your project. Be sure your header search is configured to find the contents of the `spine-c/spine-c/include` directory. Note that the includes use `spine/Xxx.h`, so the `spine` directory cannot be omitted when copying the files.

+ 2 - 2
spine-cocos2d-objc/README.md

@@ -19,7 +19,7 @@ spine-cocos2d-objc does not yet support loading the binary format.
 ## Usage
 
 1. Create a new cocos2d-obj project. See the [cocos2d-objc documentation](http://cocos2d-objc.org/started/) or have a look at the example in this repository.
-2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 3. Add the sources from `spine-c/spine-c/src/spine` and `spine-cocos2d-objc/src/spine` to your project
 4. Add the folders `spine-c/spine-c/include` and `spine-cocos2d-objc/src` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
 
@@ -36,7 +36,7 @@ The Spine cocos2d-objc example works on iOS simulators and devices.
 1. Install [Xcode](https://developer.apple.com/xcode/)
 2. Install [Homebrew](http://brew.sh/)
 3. Open a terminal and install CMake via `brew install cmake`
-3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2d-objc` folder
 5. Type `mkdir build && cd build && cmake ../..`, this will download the cocos2d-objc dependency
 6. Open the Xcode project in `spine-runtimes/spine-cocos2d-objc/spine-cocos2d-objc.xcodeproj/`

+ 4 - 4
spine-cocos2dx/README.md

@@ -21,7 +21,7 @@ The setup for cocos2d-x differs from most other Spine Runtimes because the cocos
 1. Create a new cocos2d-x project. See [the cocos2d-x documentation](http://www.cocos2d-x.org/docs/static-pages/installation.html)
 2. Delete the folder `cocos2d/cocos/editor-support/spine`. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
 3. Open your project in your IDE of choice, then open the cocos2d_libs sub project and delete the `editor-support/spine` group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.
-3. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Add the sources from `spine-c/spine-c/src/spine` and `spine-cocos2dx/src/spine` to your project
 4. Add the folders `spine-c/spine-c/include` and `spine-cocos2dx/src` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
 
@@ -31,7 +31,7 @@ The Spine cocos2d-x example works on Windows and Mac OS X.
 ### Windows
 1. Install [Visual Studio 2015 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
 2. Install CMake via the [Windows installer package](https://cmake.org/download/).
-3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Run CMake GUI from the start menu
 5. Click `Browse Source` and select the directory `spine-runtimes`
 6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
@@ -47,7 +47,7 @@ The Spine cocos2d-x example works on Windows and Mac OS X.
 1. Install [Xcode](https://developer.apple.com/xcode/)
 2. Install [Homebrew](http://brew.sh/)
 3. Open a terminal and install CMake via `brew install cmake`
-3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
 5. Type `mkdir build && cd build && cmake ../..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
 6. Open the Xcode project in `spine-runtimes/spine-cocos2dx/example/proj.ios_mac`
@@ -58,7 +58,7 @@ The Spine cocos2d-x example works on Windows and Mac OS X.
 1. Install the prerequisits for [cocos2d-x Android development](http://www.cocos2d-x.org/docs/installation/Android-terminal/)
 2. Install [Homebrew](http://brew.sh/)
 3. Open a terminal and install CMake via `brew install cmake`
-3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
 5. Type `mkdir build && cd build && cmake ../..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
 6. Delete `spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/editor-support/spine`

+ 1 - 1
spine-corona/README.md

@@ -18,7 +18,7 @@ spine-corona does not yet support loading the binary format.
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Copy the contents of `spine-lua` to `spine-corona/spine-lua`.
 1. Run the `main.lua` file using Corona. Tap/click to switch between skeletons
 

+ 1 - 1
spine-csharp/README.md

@@ -16,7 +16,7 @@ spine-csharp supports all Spine features.
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Open the `spine-csharp.sln` Visual Studio 2015 Community project file.
 
 Alternatively, the contents of the `spine-csharp/src` directory can be copied into your project.

+ 1 - 1
spine-libgdx/README.md

@@ -16,7 +16,7 @@ spine-libgdx supports all Spine features and is the reference runtime implementa
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Using Eclipse, import the project by choosing File -> Import -> Existing projects. For other IDEs you will need to create a new project and import the source.
 
 Alternatively, the contents of the `spine-libgdx/src` directory can be copied into your project.

+ 1 - 1
spine-love/README.md

@@ -18,7 +18,7 @@ spine-love does not yet support loading the binary format.
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Copy the contents of `spine-lua` to `spine-love/spine-lua`.
 1. Run the `main.lua` file using LÖVE.
 

+ 1 - 1
spine-lua/README.md

@@ -18,7 +18,7 @@ spine-lua does not yet support loading the binary format.
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Copy the contents of the `spine-lua` directory into your project.
 
 ## Runtimes Extending spine-lua

+ 2 - 2
spine-monogame/README.md

@@ -16,12 +16,12 @@ spine-monogame supports all Spine features.
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Copy the contents of the `spine-csharp/src` and `spine-xna/src` directories into your project.
 
 ## Example
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. Open the `spine-monogame-example.sln` Solution in either Visual Studio 2015 or Xamarin Studio
 1. Right click the `spine-monogame-example` project in the solution explorer and select `Properties`
 1. Select `Debug` and set the working directory to point to `spine-runtimes/spine-xna/example`

+ 4 - 4
spine-sfml/README.md

@@ -18,7 +18,7 @@ spine-sfml does not yet support loading the binary format.
 
 ## Usage
 1. Create a new SFML project. See the [SFML documentation](http://www.sfml-dev.org/tutorials/2.1/) or have a look at the example in this repository.
-2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 3. Add the sources from `spine-c/spine-c/src/spine` and `spine-sfml/src/spine` to your project
 4. Add the folder `spine-c/spine-c/include` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
 
@@ -30,7 +30,7 @@ The Spine SFML example works on Windows, Linux and Mac OS X.
 ### Windows
 1. Install [Visual Studio 2015 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx). Make sure you install support for C++ as well as th Windows SDK for XP/7/8.
 2. Install CMake via the [Windows installer package](https://cmake.org/download/).
-3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Run CMake GUI from the start menu
 5. Click `Browse Source` and select the directory `spine-runtimes`
 6. Click `Browse Build` and select the `spine-runtimes/spine-sfml/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
@@ -46,7 +46,7 @@ The entire example code is contained in [main.cpp](https://github.com/EsotericSo
 ### Linux
 1. Install the SFML dependencies, e.g. on Ubuntu/Debian via `sudo apt-get install -y libpthread-stubs0-dev libgl1-mesa-dev libx11-dev libxrandr-dev libfreetype6-dev libglew1.5-dev libjpeg8-dev libsndfile1-dev libopenal-dev libudev-dev libxcb-image0-dev libjpeg-dev libflac-dev`
 2. Install CMake, e.g. on Ubuntu/Debian via `sudo apt-get install -y cmake`
-3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Open a terminal, and `cd` into the `spine-runtimes/spine-sfml` folder
 5. Type `mkdir build && cd build && cmake ../..` to generate Make files
 6. Type `make` to compile the example
@@ -56,7 +56,7 @@ The entire example code is contained in [main.cpp](https://github.com/EsotericSo
 1. Install [Xcode](https://developer.apple.com/xcode/)
 2. Install [Homebrew](http://brew.sh/)
 3. Open a terminal and install CMake via `brew install cmake`
-3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 4. Open a terminal, and `cd` into the `spine-runtimes/spine-sfml` folder
 5. Type `mkdir build && cd build && cmake -G Xcode ../..` to generate an Xcode project called `spine.xcodeproj`
 6. Open the Xcode project in `spine-runtimes/spine-sfml/build/`

+ 1 - 1
spine-starling/README.md

@@ -18,7 +18,7 @@ spine-starling does not yet support loading the binary format.
 
 # Usage
 1. Create a new Starling 2.0 project as per the [documentation].
-2. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+2. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 3. Copy the sources in `spine-as3/spine-as3/src/` and `spine-starling/spine-starling/src/` into your project's source directory
 
 ## Example

+ 1 - 1
spine-ts/README.md

@@ -29,7 +29,7 @@ spine-ts THREE.JS does not support color tinting, blend modes and clipping. The
 spine-ts does not yet support loading the binary format.
 
 ## Usage
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 2. To use only the core library without rendering support, include the `build/spine-core.js` file in your project.
 3. To use the WebGL backend, include the `spine-webgl.js` file in your project.
 3. To use the Canvas backend, include the `spine-canvas.js` file in your project.

+ 1 - 1
spine-ue4/README.md

@@ -19,7 +19,7 @@ spine-ue4 does not support multiply and screen blending. spine-ue4 does not supp
 ### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
 
 1. Create a new Unreal Engine code project. You don't need to write C++, but the code project is needed for the plugin to compile. See the [Unreal Engine documentation](https://docs.unrealengine.com/latest/INT/) or have a look at the example in this repository.
-2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip)
+2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip)
 3. Copy the `Plugins` folder from this directory to your new project's root directory.
 4. Copy the `spine-c` folder from this repositories root directory to your project's `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
 5. Open the Unreal Project in the Unreal Editor

+ 1 - 1
spine-unity/README.md

@@ -42,7 +42,7 @@ In the `Assets/Examples/Scenes` folder you will find many example scenes that de
 
 You can also choose to setup and run from the Git files:
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 2. spine-unity requires both `spine-csharp` and `spine-unity`.
 	- Copy the contents of `spine-csharp/src` to `Assets/spine-csharp` in your Unity project directory.
 	- Copy the contents of `spine-unity/Assets` to `Assets` in your Unity project directory. Including `Gizmos` and `spine-unity` and `Examples` if you want them.

+ 1 - 1
spine-xna/README.md

@@ -16,7 +16,7 @@ spine-xna supports all Spine features.
 
 ## Setup
 
-1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
+1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/3.6.zip).
 1. For XNA with Visual Studio 2015, download [XNA 4.0 refresh for Visual Studio 2015](https://mxa.codeplex.com/releases/view/618279). Install each subfolder as per the README file.   
 1. Open the `spine-xna.sln` project file with Visual Studio.
 1. Set `spine-xna-example` as the startup project