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@@ -8,6 +8,8 @@
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* Removed `RegionAttachment.vertices` field. The vertices array is provided to `RegionAttachment.computeWorldVertices` by the API user now.
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* Removed `RegionAttachment.updateWorldVertices`, added `RegionAttachment.computeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
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* Replaced `r`, `g`, `b`, `a` fields with instances of new `Color` class in `RegionAttachment`, `MeshAttachment`, `Skeleton`, `SkeletonData`, `Slot` and `SlotData`.
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+ * The completion event will fire for looped 0 duration animations every frame.
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+
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* **Additions**
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* Added `Skeleton.getBounds` from reference implementation.
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* Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData`
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@@ -38,6 +40,7 @@
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* Replaced `r`, `g`, `b`, `a` fields with instances of new `spColor` struct in `spRegionAttachment`, `spMeshAttachment`, `spSkeleton`, `spSkeletonData`, `spSlot` and `spSlotData`.
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* Removed `spVertexIndex`from public API.
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* Listeners on `spAnimationState` or `spTrackEntry` will now be also called in case a track entry is disposed as part of dispoing the `spAnimationState`.
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+ * The completion event will fire for looped 0 duration animations every frame.
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* **Additions**
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* Added support for local and relative transform constraint calculation, including additional fields in `spTransformConstraintData`.
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* Added `spPointAttachment`, additional method `spAtlasAttachmentLoadeR_newPointAttachment`.
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@@ -97,6 +100,8 @@
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* Added `stride` parameter to `VertexAttachment.ComputeWorldVertices`.
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* Removed `RegionAttachment.Vertices` field. The vertices array is provided to `RegionAttachment.ComputeWorldVertices` by the API user now.
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* Removed `RegionAttachment.UpdateWorldVertices`, added `RegionAttachment.ComputeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
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+ * The completion event will fire for looped 0 duration animations every frame.
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+
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* **Additions**
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* Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData`
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* Added `Bone.localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees).
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@@ -163,6 +168,8 @@
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* Removed `RegionAttachment.updateWorldVertices`, added `RegionAttachment.computeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
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* Skeleton attachments: Moved update of attached skeleton out of libGDX `SkeletonRenderer`, added overloaded method `Skeleton#updateWorldTransform(Bone), used for `SkeletonAttachment`. You now MUST call this new method
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with the bone of the parent skeleton to which the child skeleton is attached. See `SkeletonAttachmentTest` for and example.
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+ * The completion event will fire for looped 0 duration animations every frame.
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+
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* **Additions**
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* Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData`
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* Added `Bone.localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees).
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@@ -186,6 +193,7 @@
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* Removed `RegionAttachment:updateWorldVertices`, added `RegionAttachment:computeWorldVertices`, which takes offsets and stride to allow compositing vertices directly in a vertex buffer to be send to the GPU. The compositing is now performed in the backends' respective renderers.
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* Removed `MeshAttachment.worldVertices` field. Computation is now performed in each backends' respective renderer. The `uv` coordinates are now stored in `MeshAttachment.uvs`.
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* Removed `RegionAttachment.vertices` field. Computation is now performed in each backends respective renderer. The `uv` coordinates for each vertex are now stored in the `RegionAttachment.uvs` field.
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+ * The completion event will fire for looped 0 duration animations every frame.
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* **Additions**
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* Added `Bone:localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees).
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* Added two color tinting support, including `TwoColorTimeline` and additional fields on `Slot` and `SlotData`.
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@@ -215,6 +223,8 @@
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* Removed `VertexAttachment.computeWorldVertices` overload, changed `VertexAttachment.computeWorldVerticesWith` to `VertexAttachment.computeWorldVertices`, added `stride` parameter.
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* Removed `RegionAttachment.vertices` field. The vertices array is provided to `RegionAttachment.computeWorldVertices` by the API user now.
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* Removed `RegionAttachment.updateWorldVertices`, added `RegionAttachment.computeWorldVertices`. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided `worldVertices` array, starting at `offset`, then moving by `stride` array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
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+ * The completion event will fire for looped 0 duration animations every frame.
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+
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* **Additions**
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* Added support for local and relative transform constraint calculation, including additional fields in `TransformConstraintData`
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* Added `Bone.localToWorldRotation`(rotation given relative to x-axis, counter-clockwise, in degrees).
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