Keywords | mesh weights |
---|---|
Repository | repo:editor |
Assignee | assignee:nate |
Author | author:nate |
Commenter | commenter:nate |
Issue number | #256 |
Milestone | v3.8 |
Label | label:bug |
Pull requests | pr |
Negate | -repo:runtimes |
[libgdx]a ArrayIndexOutOfBoundsException crash at SkeletonJson.java line:751
[cpp] Animations with IK Constraints not behaving as expected
[TS] Support applying premultiply on loading images to fix blending
[cpp] Allow ownership of AttachmentLoader to be passed to SkeletonBinary and SkeletonJson
[ts][threejs] Missing some informations on SkeletonMeshMaterialParametersCustomizer available parameters
[ts] worldToLocalRotation() returns incorrect values, error amount is quite big
[spine-ts] worker mode broken with #1804
Babylonjs Support
[ccp] Use deallocated memory in EventQueue::drain
[runtimes] ensure export.sh/runtimes.sh generates all data
[unity] Don't use RawImage at additional SkeletonGraphic renderers
HTML export option
Add padding setting to Inkscape export script
Problems view
"Hide viewport skin bones" warning icon
Warning filter in the tree
Distance based auto weights
Improve moving rigging across skeletons
Create export viewports in the editor viewport
Bulk unbinding bones from meshes
Multiple image folder paths
Modifier key to copy when dragging tree nodes
Support Maya-like default hotkeys
Moving an Attachment to a different Slot does not move keys
Consolidate files
Duplicate folders
Add toast when no bone is selected in the weights view
Bone length tool to also translate children bones
Separate the ability to select from the one to edit in the viewport
Compensation to work also when pasting transforms
Skin sets
Add an all skeletons row in the dopesheet
Allow different types of objects to be selected and moved
Photoshop To Spine script to consider clipping masks
[trim] and [notrim] tags for the PhotoshopToSpine script
Snap to whole or half numbers
Copy/Paste special for meshes and attachments
Improve reset mesh in setup mode to keep mesh deform keyframes
Improved timeline zoom behavior
Bone scale per project
Select checkbox for skeletons
Allowing ghosting of single meshes
Weights view improvements
Advanced tree filters
Timeline markers
Moving skin placeholders across skeletons loses the skin contents that aren't active
Allow export paths relative to the spine project file location
Opt-in setting to get a warning when opening a project with an older version than the current editor version
Allow changing hotkey for tool selection toggle (RMB)
Show only visible skins in the tree
Allow the Slot Color view to set colors for bones and attachments
More options for selecting bones
Mesh UV texture offset
Import full frame PNG files as attachments
Alignment tools
Custom wireframe color for meshes
Warn user before saving if the file on disk changed
Proportional bone splitting
Duplicate attachment dialog
Skin properties row for attachments
Allow Clean Up to be used for animations intended for higher tracks
Adjust mesh weights to match another mesh
Scroll timeline horizontally with mouse scroll wheel
Skeleton locking
Add bones to existing "Bones" list under constraints
Add type-to-search and type-to-filter to Animations list
Setting for suboptimal zoom
Improve stored selections
Motion blur for image/video export
Show slot properties when an attachment is selected
Import animation from CLI
Range constraints
Easier scaling of animation speed/dopesheet key spacing.
Preview view improvements
Add Krita export script
Allowing ghosting of bones
Menu for selecting an attachment under the mouse
Allow bone order to be changed
Tinting multiple slots at once
Weight locking
Allow Tint Black on region attachments.
Separate views for tree sections: constraints, draw order, events, images, audio
Improve "Shift" hotkey functionality when creating straight edges in Edit Mesh mode
Snap to center of edge when creating vertex
Allow transferring weights from one bone to another
Save current views layout
Hide unkeyed bones to reduce clutter
Mesh Manipulation: mirrored vertex creation
Multi-Monitor Support for editor
Allow aligning attachments with bones outside of Setup Pose.
ctrl+shift+arrow_down to select all children instead of just the first
Allow editing properties for multiple constraints at the same time
Hotkey editor
[Find and Replace] Find and remove unused attachments
Allow linked meshes to be moved to a different slot
Duplicate constraints
Mesh soft selection: graph
Mesh manipulation: primitive shapes
Mesh manipulation: lasso selection
Motion paths for ghosting
Let Texture Packer pack pages according to setup pose draw order.
Per-vertex colors
Setup mode compensation
Copy/paste attach keys to other slots
Hotkey for centering on current selection
Non-destructive offset+shift for secondary motion.
Setup Mode: "Mirror" a chain of bones and images.
Better communicate the difference between slot visibility and keyed slot attachment.
Constrain different transform properties
Allow numeric input for vertices
Mesh manipulation: rotate/scale vertices in edit mode
Export slot visibility as nonessential data
Copying keys to another bone should support multiple bones like when copying bone poses
Bounding circles
Sync first and last keys for looping animations
Skin change keys
Math expressions for transform numeric input
Show key values on hover
Name/value annotations
Timeline annotations
Mark portions of an animation to export as multiple animations
Copying keys should use world or local space like copying bones
Color chooser presets
Frame-by-frame animation support
Skeleton attachments
Slot image chooser
API to support serializing AnimationState
[cpp][c] Store attachment colors
[ue4] Expose bounding box attachments to BP, add example for mouse intersection
[corona] rename "spine-corona" to "spine-solar2d"
[starling] Texture Packer Rotation
[unity] Arbitrary frame animation preview in Scene
[unity] Precompiled dlls / compile time
[starling] Add filter support
Add general API to insert external images/sprite in draw order
[c3] Add support for Scirra Construct 3
[godot] Add support for Godot Engine
[unity] Add an example scene demonstrating root motion scripts
[unity] `SkeletonRenderSeparator` ignores `Mask Interaction` mode of parent `SkeletonRenderer`
[unity] Provide Animation override mapping for Timeline Animations
[unity] GPU skinning
[unity] Use new multi-pass support of newer URP versions in shaders
[unity] Code changes to allow copy protection systems
[unity] Outline-only shader respecting overlapping attachments.
[unity] Provide editor preview thumbnails at SkeletonRenderer Prefabs
[unity] Move `Spine/Blend` shader functionality to normal shaders
[unity] Support SSRR reflections by Spine shaders in deferred render mode
[unity] Support tint black at lit shaders
[unity] Unity scoped package registry
[unity] SkeletonGraphic shall respect scale of its RectTransform
[unity] Provide component interface to set combined skins
[unity] Provide Component interface for setting initial animations on tracks 1-N
[unity] Improve example scenes, description and structure
[unity] Outline shader constant outline width at differently scaled attachments
[unity] Performance improvement - parallelization
[unity] Add fadeout example scene
[unity] SkeletonGraphic blend modes support
[unity] AtlasRegionAttacher creates unnecessary Material clones
Add support for blendModes in spine-threejs.
[ts][player] Support audio events in web player
[libgdx] Use a tree for Skeleton Viewer skins and animations
[AnimationState] Wildcard for AnimationState mix data.
Screenshoting on macOS interferes with Wacom
TexturePacker incorrect Aliasing
Use a separate skeleton for Preview to match additive runtime behavior
Compensation will sometimes break Mesh Attachments on continuous transforming
Exporting very large images silently fails
LWJGL fails in certain display configurations on Linux
[runtimes] MixBlend.Add behavior: addAnimation() and base-layer mix snapping
[runtimes] Clipping.endClipping not called when slot.bone.active==false
[ue4] Bone follower not working as expected
[spine-cpp] SegFault when app ends
[UE4] Default Mix bug
[corona] Runtime error in spine-lua/AnimationState.lua
[corona] removeSelf error
[as3] Incorrect region attachment coordinates
[cpp] Queueing an animation in an animation state callback causes use after free crashes
[ts] Timeline Hold holds track entry too long
[ue4] BoneDriver and BoneFollower do not take actor scale into account
[unity] Exception after changing animation name with existing custom mix duration
[unity] Timeline Playable.SetSpeed has no effect on SpineAnimationStateTrack
[unity] Keep manually placed AnimationClip Events when updating skeleton assets (Mecanim)
[unity] SkeletonMecanim AnimationClip never updates event timepoint on Force Update
[unity] Timeline clip duration shall end a clip early
[unity] Mask interaction materials cause unnecessary batches
[unity] Deletion of atlas png texture and material and re-export does not recreate
[unity] Spine/Skeleton Lit shader shows incorrect light/dark changes
[ts] Setting local rotation produces unexpected results
Polygonal packing too agressive when a duplicated image is used as MeshAttachment
[unity] Prefab instance always lists MeshFilter as override
[unity] Mecanim animation preview windows
[runtimes] HasTimeline consumes a lot of CPU
Copy constructors for Skeleton and AnimationState.
[runtimes] Add IK following demo
[runtimes] Ensure all language runtimes have up-to-date code documentation
[runtimes] Check version and fail gracefully if runtime version doesn't match skeleton version
[cpp] Attachment cloning problems
[ue4] Motion blur post processing affects skeletons that are stationary relative to camera
[libgdx] Release spine-libgdx 3.8.95 to Maven Central
Add support for Cocos Creator 2.2.0
[unity] Runtime cleanup for 4.0 release
[runtimes] Porting all runtimes on 4.0-beta branch
[unity] RootMotion script does not work smoothly with Rigidbody yet
[unity] SkeletonRagdoll2D ignores root bone flip
Skin icon color
[unity] Unity Spine issue when SDK from 3.8-2021-02-22 to 3.8-2021-03-24
[unity] RootMotion does not work with non-root bones as root-motion bone
[unity] Set Mipmap Bias was not persisted on recent Unity versions
[unity] Reduce GC footprint of GetRepackedSkin
[unity] Texture setting Max Size causes incorrect image regions
[unity] Binary file incorrectly reported as json and import aborted
[unity] Make shaders compatible with Linear Color Space
[xna][monogame] Examples use incorrect time update leading to jittery playback
[unity] Incorrect Timeline flip clip state when paused
[unity] Outline shaders 4 and 8 neighbourhood outline thickness inconsistent
[unity] Timeline flip track displays class name in track editor, display `Flip X/Y`
[unity] SkeletonMecanim animations in BlendTree are incorrectly applied on WebGL
[unity] Backside lighting option for lit shaders
[unity] Detect and warn when binary or json file has been exported with the opposite ending
Letting Spine create a slot for an attachment makes the draw order keyframes incorrect
[unity] Timeline track displays `None` as skeleton reference [Unity 2020.1+]
skel、atlas、png 。How to rende?
[unity] SkeletonGraphic Skeleton property does not call Initialize() as SkeletonRenderer
[unity] Incorrect warning issued at unused leftover PMA material keyword
[unity] `Sprite` shaders incorrectly apply PMA vertex colors again in `Premultiply Alpha` blend mode
[unity] Sprite core shaders do not respect additive slot blend mode
[unity] URP shader additive slot blend mode broken