spine animation runtime libraries for various languages

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

badlogic 0b4d3cfdf4 [maven-release-plugin] prepare release spine-libgdx-3.8.99.1 4 years ago
.github 82433093b4 Added spine-libgdx and spine-ts Github Actions workflows. 5 years ago
examples 08e5cd3cc9 [cocos2dx] Fixed runtimes.sh to copy resources to example-v4 folder as well for cocos2dx v4. 5 years ago
spine-as3 bde827e66a [as3] Port of commit 8290353. Fix for hold previous on 3+ animations causing dipping. See #1738. 5 years ago
spine-c 297fc2f438 [spine-c] Fixed floating point exception - division by zero (#1706) 4 years ago
spine-cocos2d-objc b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. 5 years ago
spine-cocos2dx f06fd410e8 Fix to address issue introduced in PR #1787 where the same ProgramState was being used for each attachment, but would cause problems if the attachments did not use the same texture. (#1801) 4 years ago
spine-corona b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. 5 years ago
spine-cpp 63ef1938b9 Allow SkeletonBinary and SkeletonJson to own externally created AttachmentLoader (#1846) 4 years ago
spine-csharp 3151c18b6c [unity] `SkeletonRenderer` components now provide an additional update mode `Only Event Timelines` at the `Update When Invisible` property. Added methods to AnimationState for proper behaviour during transitions. Closes #1815. 4 years ago
spine-js 842dffbd83 [all] Source clean up, formatting, and tabs for indentation. 6 years ago
spine-libgdx 139e5dfefd [maven-release-plugin] prepare release spine-libgdx-3.8.99.1 4 years ago
spine-love b44154e2b7 [lua] Fix track enumeration. Closes #1635. 5 years ago
spine-lua 9fef35bf7a [lua] Remove logging. 4 years ago
spine-monogame 1057889c21 [xna][monogame] Fixed examples using incorrect time update, leading to jittery playback. Closes #1868. 4 years ago
spine-sfml d37854e12d [sfml] Fixes #1786, sfml-cpp example must keep debug extension alive. 4 years ago
spine-starling bde827e66a [as3] Port of commit 8290353. Fix for hold previous on 3+ animations causing dipping. See #1738. 5 years ago
spine-threejs 842dffbd83 [all] Source clean up, formatting, and tabs for indentation. 6 years ago
spine-tk2d 842dffbd83 [all] Source clean up, formatting, and tabs for indentation. 6 years ago
spine-ts 9bcb5c16c4 Merge branch '3.8' of https://github.com/esotericsoftware/spine-runtimes into 3.8 4 years ago
spine-ue4 0e5d7adf1c [ue4] Added preview skin / initial skin functionality for USpineWidget. Closes #1845. 4 years ago
spine-unity 9e9445199a [unity] Fix for UpdateWhenInvisible issue introduced in commit 5cb54bd. Closes #1897. See #1883. 4 years ago
spine-xna 1057889c21 [xna][monogame] Fixed examples using incorrect time update, leading to jittery playback. Closes #1868. 4 years ago
.gitattributes a7dc2b1d8f gitattributes: set .cginc and .shader files to lf line endings to prevent Unity code auto-updater to create mixed line endings. 6 years ago
.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. 5 years ago
.npmignore a8a20fce13 Add npm support (#793) 8 years ago
CHANGELOG.md 700e316e57 [unity] `Attachment.GetRemappedClone(Sprite)` method now provides an additional optional parameter `useOriginalRegionScale`. 4 years ago
CMakeLists.txt f5632c4ef1 [c][cpp] Using -Werror, both C and C++ runtime compiles without warnings now. Fixes #1391. 6 years ago
LICENSE 86a529d01c Updated LICENSE. 6 years ago
README.md 849e9acc7e Updated READMEs. 6 years ago
package.json a8a20fce13 Add npm support (#793) 8 years ago

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.