Forráskód Böngészése

Merge branch '4.0' into 4.1-beta

Harald Csaszar 3 éve
szülő
commit
cd1a55b0af

+ 1 - 0
spine-ue4/README.md

@@ -26,6 +26,7 @@ spine-ue4 does not support multiply and screen blending. spine-ue4 does not supp
 2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 3. Copy the `Plugins` folder from this directory to your new project's root directory.
 4. Copy the folder `spine-runtimes/spine-cpp/spine-cpp` to your project's `Plugins/SpinePlugin/Source/SpinePlugin/Public/` folder.
+5. Add `SpinePlugin` to `PublicDependencyModuleNames` in your project's `Build.cs` file.
 5. Open the Unreal Project in the Unreal Editor
 
 See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine UE4 example.

+ 1 - 1
spine-unity/Assets/Spine Examples/Spine Skeletons/Hero/hero-pro.png.meta

@@ -49,7 +49,7 @@ TextureImporter:
   alphaUsage: 1
   alphaIsTransparency: 0
   spriteTessellationDetail: -1
-  textureType: 8
+  textureType: 0
   textureShape: 1
   maxTextureSizeSet: 0
   compressionQualitySet: 0

+ 1 - 1
spine-unity/Assets/Spine Examples/Spine Skeletons/Raptor/raptor.png.meta

@@ -84,7 +84,7 @@ TextureImporter:
   alphaUsage: 1
   alphaIsTransparency: 0
   spriteTessellationDetail: -1
-  textureType: 8
+  textureType: 0
   textureShape: 1
   maxTextureSizeSet: 0
   compressionQualitySet: 0

+ 1 - 1
spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro.png.meta

@@ -49,7 +49,7 @@ TextureImporter:
   alphaUsage: 1
   alphaIsTransparency: 0
   spriteTessellationDetail: -1
-  textureType: 8
+  textureType: 0
   textureShape: 1
   maxTextureSizeSet: 0
   compressionQualitySet: 0

+ 1 - 1
spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-unity/spineboy.png.meta

@@ -76,7 +76,7 @@ TextureImporter:
   alphaUsage: 1
   alphaIsTransparency: 0
   spriteTessellationDetail: -1
-  textureType: 8
+  textureType: 0
   textureShape: 1
   maxTextureSizeSet: 0
   compressionQualitySet: 0

+ 1 - 1
spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes.png.meta

@@ -49,7 +49,7 @@ TextureImporter:
   alphaUsage: 1
   alphaIsTransparency: 0
   spriteTessellationDetail: -1
-  textureType: 8
+  textureType: 0
   textureShape: 1
   maxTextureSizeSet: 0
   compressionQualitySet: 0

+ 1 - 2
spine-unity/Assets/Spine/Runtime/spine-unity/Utility/SkeletonExtensions.cs

@@ -233,7 +233,7 @@ namespace Spine.Unity {
 			buffer = buffer ?? new Vector2[bufferTargetSize];
 			if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", va.Name, floatsCount), "buffer");
 
-			if (va.Bones == null && va.TimelineAttachment == null) {
+			if (va.Bones == null && slot.Deform.Count == 0) {
 				var localVerts = va.Vertices;
 				for (int i = 0; i < bufferTargetSize; i++) {
 					int j = i * 2;
@@ -299,7 +299,6 @@ namespace Spine.Unity {
 
 namespace Spine {
 	using System;
-	using System.Collections.Generic;
 
 	public struct BoneMatrix {
 		public float a, b, c, d, x, y;