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[ue4] Implemented two color tinting.

badlogic 8 rokov pred
rodič
commit
ffddfe51b4

+ 2 - 1
CHANGELOG.md

@@ -65,7 +65,8 @@
  * Fixed renderer to work with 3.6 changes
  * Added new UPROPERTY to SpineSkeletonRendererComponent called `Color`. This allows to set the tint color of the skeleton in the editor, C++ and Blueprints. Under the hood, the `spSkeleton->color` will be set on every tick of the renderer component.
  * Added support for clipping.
- * 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.
+ * 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.
 
 ## C#
  * **Breaking changes**

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spine-ue4/Content/Test/Assets/TestMaterial.uasset


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spine-ue4/Content/Test/Test.umap


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spine-ue4/Plugins/SpinePlugin/Content/SpineUnlitAdditiveMaterial.uasset


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spine-ue4/Plugins/SpinePlugin/Content/SpineUnlitMultiplyMaterial.uasset


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spine-ue4/Plugins/SpinePlugin/Content/SpineUnlitNormalMaterial.uasset


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spine-ue4/Plugins/SpinePlugin/Content/SpineUnlitScreenMaterial.uasset