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 |
[ts] Use existing, explicit atlas data instead of relying on an image's current width/height
Displaying brush circle remains after using “Brush Decrease” hotkey
[godot] Can't compile Godot 3.4 source with Spine 4.2 beta runtimes
[runtimes] Remove vertex effect
Adjusting curve handles of keys on the end frame may cause crashes
Moving the order of multiple constraints at the same time
[godot] Don't memdelete and queue_delete container
[xna] [monogame] Can not load texture normally
Adjust the default zoom level for Auto and Frame in the Graph view
[unity] skeletonDataAsset == null
Allow easier configuration of skins for different proportions
Make AnimationState seekable?
[spine-ts] Fix screen blendmode
[xna] [monogame] [csharp] Issues enabling Multiply and Screen blend modes
IllustratorToSpine shows an error in Illustrator v26: "Can't load XMP Script library"
Ruler and guides
Add bones to existing "Bones" list under constraints
HTML export option
Add padding setting to Inkscape export script
Add a way to specify many skin names to export
Folders for draw order
Add an option to constrain the X and Y axis values of each transformation
Auto weights for clipping and bounding boxes
Hide/Show everything except the selected item
Add an eyedropper tool for the color chooser
Per key setting for smoother curves
Problems view
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
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 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
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
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
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
Skeleton attachments
Slot image chooser
Copy constructors for Skeleton and AnimationState.
API to support serializing AnimationState
[godot] Can't access AnimationState tracks
[c] Function to add a new named skin to Skeleton Data at runtime.
[ue4] Expose bounding box attachments to BP, add example for mouse intersection
[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
[unity] Arbitrary frame animation preview in Scene
[unity] Precompiled dlls / compile time
Add general API to insert external images/sprite in draw order
[godot] Add support for Godot Engine
[unity] Refactor GetRemappedClone methods
[unity] Custom slot materials at SkeletonGraphic and SkeletonGraphicCustomMaterials
[unity] Support for UI Toolkit
[unity] AnimationReferenceAsset workflow improvements
[unity] Minor functional cleanup
[Unity] Improvements of Unity's SpriteAtlas support
[unity] Allow customizable fallback PixelsPerUnit setting for SkeletonGraphic
[unity] Delayed on-demand loading of Atlas assets
[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] 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] AtlasRegionAttacher creates unnecessary Material clones
[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
Exporting multiple projects in parallel via CLI requests activation code
Texture Packer creates a smear when the atlas is packed
CLI project import clears image files path
Duplicate Korean language characters are generated in the Spine Editor dialog boxes
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
[cocos2d-objc] Clipping bug
[c] Parsing of deform timeline from user JSON does not work
[ue4] Bone follower not working as expected
[ts] Timeline Hold holds track entry too long
[ue4] BoneDriver and BoneFollower do not take actor scale into account
[unity] Build crash when building many prefabs and textures
[Unity] "Update When Invisible" + Skeleton Render Separator = Invisible Character
[unity] GetRepackedSkin does not maintain blend modes
[unity] Spine Preferences `textureSettingsReference` setting changes between MacOS and Win
[unity] Mask interaction materials cause unnecessary batches
[unity] Spine/Skeleton Lit shader shows incorrect light/dark changes
[unity] Mecanim animation preview windows
[godot] Todo
[unity] Main component restructuring
[unity] Straight blend mode materials were setup as PMA
[spine-c] Add initialization of mixRotate
spine-cpp SkeletonJson.cpp timeline type color
[unity] null check missing in SkeletonRendererCustomMaterials
[godot] Error message: Skeleton version 4.0.64 does not match runtime version 4.1
export to png
Pack atlas with draw order to optimize draw call
[unity] Drag and drop instantiation does not accept last GameObject as parent
[ue4] Build hangs when packaging for Windows in UE5
[Unity] SkeletonGhostPartsRenderer.cs sharedMesh null check
[ue4] Set bGenerateMirroredCollision on physics body if skeleton is flipped
[ue4] "Create collision" in editor mode with realtime on generates physix cache files each frame
[unity] Deletion of atlas png texture and material and re-export does not recreate
[unity] SkeletonMecanim AnimationClip never updates event timepoint on Force Update
[unity] Exception after changing animation name with existing custom mix duration
[unity] Keep manually placed AnimationClip Events when updating skeleton assets (Mecanim)
[ue4] Compatibility with UE5
[cpp] TransformConstraint not working
[cpp] Path and/or PathConstraint not working
[ts] TypeScript type definitions hide null values
[unity] Incorrect behaviour of deform timeline with Domain Reload
[ts] Type issue : is not assignable to parameter of type 'SpinePlayerConfig'
[ts] [player] Dispose errors when loadingScreen disabled.
[godot] Skins not working on Godot Engine
Possible performance optimizations(specifically for Love2D)?