spine animation runtime libraries for various languages

#animation #library #gamedev #c #cpp #c++ #csharp #java #lua #flutter #libgdx #ts #xna

Harald Csaszar 96bb3630f2 [unity] Fixed a bug where _STRAIGHT_ALPHA_INPUT shader keyword was not set when default import settings are applied automatically (bool parameter was set, but the keyword would only be added when the Inspector is active). vor 5 Jahren
.github 82433093b4 Added spine-libgdx and spine-ts Github Actions workflows. vor 5 Jahren
examples 08e5cd3cc9 [cocos2dx] Fixed runtimes.sh to copy resources to example-v4 folder as well for cocos2dx v4. vor 5 Jahren
spine-as3 9943a44cc4 [as3] Port AnimationState deform mixing while attachment timelines mix out. See #1653. vor 5 Jahren
spine-c 7732838d6f [c] Port AnimationState deform mixing while attachment timelines mix out. vor 5 Jahren
spine-cocos2d-objc b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. vor 5 Jahren
spine-cocos2dx 049adf7e2b [cocos2dx] Apply node Z to debug node. Closes #1655. vor 5 Jahren
spine-corona b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. vor 5 Jahren
spine-cpp 6bda0c236b [cpp] Port AnimationState deform mixing while attachment timelines mix out. See #1653. vor 5 Jahren
spine-csharp 37d569414d [csharp] Minor cleanup: removed unused variable, added null tests to legacy SpriteAttacher class. vor 5 Jahren
spine-js 842dffbd83 [all] Source clean up, formatting, and tabs for indentation. vor 6 Jahren
spine-libgdx 30e7812d1f [libgdx] SkeletonViewer, even better handling of atlas file look up. vor 5 Jahren
spine-love b44154e2b7 [lua] Fix track enumeration. Closes #1635. vor 5 Jahren
spine-lua 993e59f6bd [lua] Port AnimationState deform mixing while attachment timelines mix out. See #1653. vor 5 Jahren
spine-monogame b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. vor 5 Jahren
spine-sfml b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. vor 5 Jahren
spine-starling 9943a44cc4 [as3] Port AnimationState deform mixing while attachment timelines mix out. See #1653. vor 5 Jahren
spine-threejs 842dffbd83 [all] Source clean up, formatting, and tabs for indentation. vor 6 Jahren
spine-tk2d 842dffbd83 [all] Source clean up, formatting, and tabs for indentation. vor 6 Jahren
spine-ts ccbcf77cdc [ts] Remove LAST calculation. Additional fix for #1653. vor 5 Jahren
spine-ue4 70e7519813 [ue4] Apply V1 default settings in build.cs only for UE 4.24 and later. Previous versions don't have that setting. Closes #1631. vor 5 Jahren
spine-unity 96bb3630f2 [unity] Fixed a bug where _STRAIGHT_ALPHA_INPUT shader keyword was not set when default import settings are applied automatically (bool parameter was set, but the keyword would only be added when the Inspector is active). vor 5 Jahren
spine-xna e1274f096d [xna] Added normalmap support via `SpineEffectNormalmap` and added support for loading multiple texture layers following a suffix-pattern. Closes #1645. vor 5 Jahren
.gitattributes a7dc2b1d8f gitattributes: set .cginc and .shader files to lf line endings to prevent Unity code auto-updater to create mixed line endings. vor 6 Jahren
.gitignore 55fde3217d [as3][starling] Removed FDT support, added Visual Studio Code support instead. See the updated READMEs for spine-as3 and spine-starling for more information on required software and how to run and compile the examples and SWCs. vor 5 Jahren
.npmignore a8a20fce13 Add npm support (#793) vor 8 Jahren
CHANGELOG.md 2743f9159b [unity] added minor changelog section mentioning added URP example scene. vor 5 Jahren
CMakeLists.txt f5632c4ef1 [c][cpp] Using -Werror, both C and C++ runtime compiles without warnings now. Fixes #1391. vor 6 Jahren
LICENSE 86a529d01c Updated LICENSE. vor 6 Jahren
README.md 849e9acc7e Updated READMEs. vor 6 Jahren
package.json a8a20fce13 Add npm support (#793) vor 8 Jahren

README.md

Spine Runtimes

This GitHub project hosts the Spine Runtimes which are needed to use Spine 2D skeletal animation data with various game toolkits.

Licensing

You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.

You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own Spine license. Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library.

In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a Spine license at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license.

For the official legal terms governing the Spine Runtimes, please read the Spine Runtimes License Agreement and Section 2 of the Spine Editor License Agreement.

Documentation

See the Spine Runtimes Guide for detailed information about using the Spine Runtimes. The Spine documentation page provides further information about tools and data formats. For runtime specific documentation, refer to the README.md file in each runtime directory.

Bugs, enhancements, and tasks

Review our backlog of bugs, enhancements, and tasks in the spine-runtimes and spine-editor issue trackers. Our roadmap provides a more convenient view of the same issue tracker information.

Versioning

The default branch on GitHub is stable and works with data exported from the latest, non-beta version of the Spine editor. New development is done in an X.X-beta branch, which may be a work in progress. Important changes to the runtimes can be reviewed in the CHANGELOG.md file. Occasionally the Spine Runtimes are tagged with the specific Spine editor version they work with.

It is highly suggested to freeze the Spine editor version to match the Spine Runtimes source being used and to update them in lock step. See the Spine Runtimes Guide for more information.

Contributing

In order to merge your contributions, we need a signed contributor license agreement (CLA) from you. You can send a copy of the CLA to [email protected].

When possible, it is best to base your contributions on the current beta branch (X.X-beta). Please be sure to follow the style and formatting you find in the respective runtime code to which you are contributing.