|
@@ -50,6 +50,7 @@
|
|
|
* `Animation#apply` and `Timeline#apply`` now take enums `MixPose` and `MixDirection` instead of booleans
|
|
|
* Added `spVertexEffect` and corresponding implementations `spJitterVertexEffect` and `spSwirlVertexEffect`. Create/dispose through the corresponding `spXXXVertexEffect_create()/dispose()` functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below.
|
|
|
* Functions in `extension.h` are not prefixed with `_sp` instead of just `_` to avoid interference with other libraries.
|
|
|
+ * Introduced `SP_API` macro. Every spine-c function is prefixed with this macro. By default, it is an empty string. Can be used to markup spine-c functions with e.g. ``__declspec` when compiling to a dll or linking to that dll.
|
|
|
|
|
|
### Cocos2d-X
|
|
|
* Fixed renderer to work with 3.6 changes
|
|
@@ -79,6 +80,7 @@
|
|
|
* Switched from built-in ProceduralMeshComponent to RuntimeMeshComponent by Koderz (https://github.com/Koderz/UE4RuntimeMeshComponent, MIT). Needed for more flexibility regarding vertex format, should not have an impact on existing code/assets. You need to copy the RuntimeMeshComponentPlugin from our repository in `spine-ue4\Plugins\` to your project as well!
|
|
|
* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
|
|
|
* Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
|
|
|
+ * spine-c is now exposed from the plugin shared library on Windows via __declspec.
|
|
|
|
|
|
## C#
|
|
|
* **Breaking changes**
|