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Updated CHANGELOG to reflect breaking changes from #1194.

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      CHANGELOG.md

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CHANGELOG.md

@@ -5,6 +5,7 @@
   * The completion event will fire for looped 0 duration animations every frame.
   * The completion event will fire for looped 0 duration animations every frame.
   * `MixPose` is now called `MixBlend`
   * `MixPose` is now called `MixBlend`
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
+  * Mix time is no longer affected by `TrackEntry#timeScale`. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
 * **Additions**
 * **Additions**
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry#setMixBlend(MixBlend.add)` on each track. To specify the blend percentage, set `TrackEntry#alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry#setMixBlend(MixBlend.add)` on each track. To specify the blend percentage, set `TrackEntry#alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
   * Support for stretchy IK
   * Support for stretchy IK
@@ -30,6 +31,7 @@
   * Listeners on `spAnimationState` and `spTrackEntry` will now also be called if a track entry gets disposed as part of disposing an animation state.
   * Listeners on `spAnimationState` and `spTrackEntry` will now also be called if a track entry gets disposed as part of disposing an animation state.
   * The completion event will fire for looped 0 duration animations every frame.
   * The completion event will fire for looped 0 duration animations every frame.
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
+  * Mix time is no longer affected by `TrackEntry#timeScale`. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
 * **Additions**
 * **Additions**
   * Added support for local and relative transform constraint calculation, including additional fields in `spTransformConstraintData`.
   * Added support for local and relative transform constraint calculation, including additional fields in `spTransformConstraintData`.
   * `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
   * `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
@@ -76,6 +78,7 @@
 * **Breaking changes**
 * **Breaking changes**
   * The completion event will fire for looped 0 duration animations every frame.
   * The completion event will fire for looped 0 duration animations every frame.
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
+  * Mix time is no longer affected by `TrackEntry#timeScale`. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
 * **Additions**
 * **Additions**
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry#MixBlend = MixBlend.add` on each track. To specify the blend percentage, set `TrackEntry#Alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry#MixBlend = MixBlend.add` on each track. To specify the blend percentage, set `TrackEntry#Alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
   * Support for stretchy IK
   * Support for stretchy IK
@@ -116,6 +119,7 @@
   * The completion event will fire for looped 0 duration animations every frame.
   * The completion event will fire for looped 0 duration animations every frame.
   * `MixPose` is now called `MixBlend`.
   * `MixPose` is now called `MixBlend`.
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
+  * Mix time is no longer affected by `TrackEntry#timeScale`. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
 * **Additions**
 * **Additions**
   * Added `EventData#audioPath` field. This field contains the file name of the audio file used for the event.
   * Added `EventData#audioPath` field. This field contains the file name of the audio file used for the event.
   * Added convenience method to add all attachments from one skin to another, see https://github.com/EsotericSoftware/spine-runtimes/commit/a0b7bb6c445efdfac12b0cdee2057afa3eff3ead
   * Added convenience method to add all attachments from one skin to another, see https://github.com/EsotericSoftware/spine-runtimes/commit/a0b7bb6c445efdfac12b0cdee2057afa3eff3ead
@@ -136,6 +140,7 @@
 * **Breaking changes**
 * **Breaking changes**
   * The completion event will fire for looped 0 duration animations every frame.
   * The completion event will fire for looped 0 duration animations every frame.
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
+  * Mix time is no longer affected by `TrackEntry#timeScale`. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
 * **Additions**
 * **Additions**
   * Added `JitterEffect` and `SwirlEffect` and support for vertex effects in Corona and Love
   * Added `JitterEffect` and `SwirlEffect` and support for vertex effects in Corona and Love
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry:setMixBlend(MixBlend.add)` on each track. To specify the blend percentage, set `TrackEntry.alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry:setMixBlend(MixBlend.add)` on each track. To specify the blend percentage, set `TrackEntry.alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
@@ -153,6 +158,7 @@
 * **Breaking changes**
 * **Breaking changes**
   * The completion event will fire for looped 0 duration animations every frame.
   * The completion event will fire for looped 0 duration animations every frame.
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
   * Skeleton `flipX/flipY` has been replaced with `scaleY/scaleY`. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
+  * Mix time is no longer affected by `TrackEntry#timeScale`. See https://github.com/EsotericSoftware/spine-runtimes/issues/1194
 * **Additions**
 * **Additions**
   * Added `AssetManager.loadTextureAtlas`. Instead of loading the `.atlas` and corresponding image files manually, you can simply specify the location of the `.atlas` file and AssetManager will load the atlas and all its images automatically. `AssetManager.get("atlasname.atlas")` will then return an instance of `spine.TextureAtlas`.
   * Added `AssetManager.loadTextureAtlas`. Instead of loading the `.atlas` and corresponding image files manually, you can simply specify the location of the `.atlas` file and AssetManager will load the atlas and all its images automatically. `AssetManager.get("atlasname.atlas")` will then return an instance of `spine.TextureAtlas`.
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry#setMixBlend(MixBlend.add)` on each track. To specify the blend percentage, set `TrackEntry#alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. See https://github.com/EsotericSoftware/spine-runtimes/blob/f045d221836fa56191ccda73dd42ae884d4731b8/spine-ts/webgl/tests/test-additive-animation-blending.html for an example.
   * Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call `TrackEntry#setMixBlend(MixBlend.add)` on each track. To specify the blend percentage, set `TrackEntry#alpha`. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. See https://github.com/EsotericSoftware/spine-runtimes/blob/f045d221836fa56191ccda73dd42ae884d4731b8/spine-ts/webgl/tests/test-additive-animation-blending.html for an example.