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Commits on Nov 6, 2018
Commits on Oct 15, 2018
  1. [csharp] Removes [Serializable] from ExposedList and its enumarator. …

    badlogic committed Oct 15, 2018
    …Fixes compilation on UWP. See #1193.
Commits on Sep 5, 2018
Commits on Aug 24, 2018
Commits on Aug 13, 2018
  1. [cocos2dx] Tint black did not work, didn't multiple dark color with s…

    badlogic committed Aug 13, 2018
    …keleton/attachment color. Closes #1158.
Commits on Aug 10, 2018
  1. [cocos2dx][c] Fixed call to spVertexAttachment_computeWorldVertices, …

    badlogic committed Aug 10, 2018
    …as well as count calcalculation.
Commits on Aug 9, 2018
  1. [c] Fixes #1148, revert changes to spVertexAttachment_computeWorldVer…

    badlogic committed Aug 9, 2018
    …tices. Vertex size must be a multiple of 4, which explains why #1148 failed.
Commits on Jul 19, 2018
  1. [c] Closes #1148, count in vertex attachment computation was wrong wh…

    badlogic committed Jul 19, 2018
    …en stride was <> 2.
Commits on Jul 3, 2018
Commits on Jun 28, 2018
Commits on Jun 15, 2018
  1. [starling] Updated to Starling 2.4, fixed #1125. When clipping, we ca…

    badlogic committed Jun 15, 2018
    …n't reuse the cached Mesh of the clipped attachment, but must allocate a new one. Otherwise the Starling MeshBatcher explodes.
Commits on Jun 8, 2018
Commits on May 17, 2018
Commits on May 16, 2018
Commits on May 15, 2018
Commits on Apr 17, 2018
  1. [ue4] Fixes FMemory::Free crash. Still unsure why this is happening. …

    badlogic committed Apr 17, 2018
    …Possibly cross-DLL allocation/free.
Commits on Apr 12, 2018
  1. [cocos2dx] Initializing skeleton setup poses and world transform on c…

    badlogic committed Apr 12, 2018
    …onstruction to avoid flicked in first frame. Closes #1098
Commits on Mar 28, 2018
Commits on Mar 20, 2018
  1. [ue4] Added missing assets.

    badlogic committed Mar 20, 2018
Commits on Mar 14, 2018
Commits on Feb 23, 2018