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V2.1 release merge v2.0 release #3995
V2.1 release merge v2.0 release #3995
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Add spine assembler var define
* Fix dragonbones change cloth bug * Adapt to old api-> on off once * DragonBonesAsset do not store dragonBones data * fix some error * fix web spine debug draw color error * Set limit time to 30s
…cocos#3876) * fix: shaders have same uniform name, different type will effect wrong * fix shaders have same uniform name, different type will effect wrong * fix shaders have same uniform name, different type will effect wrong, refine
* add the tween test case * modify the format of the test-tween.js 1. keep all chain method start at the char 'n' below * fixed the tween bugs
* Add cache mode of label. * fix revised comments of pr. * Simplified variable name. * share canvas pool. * cancel use node color. * modify comment and reserve _batchAsBitMap. * optimize the assignment of color and delete blendFactor. * delete reserveImage. * modify to center alignment. * modify letter-font do not use node color. * add outline support of letter-font * add letter atlas reset on editor when scene loaded. * change LETTER to CHAR * modify comment
* fix label rendering error on native * fix rendering error on native * revert first commit
* reset the CHAR mode to NONE on subdomin. * reset CHAR mode on subdomin
* Rename skeleton RenderMode to AnimationCacheMode * Rename skeleton RenderMode to AnimationCacheMode
… api about event, will throw error (cocos#3966)
…creator/engine into v2.1-release-merge-v2.0-release # Conflicts: # cocos2d/core/assets/CCTexture2D.js # cocos2d/core/components/CCLabel.js # cocos2d/core/components/CCRenderComponent.js # cocos2d/core/components/CCSprite.js # cocos2d/core/components/editbox/CCEditBox.js # cocos2d/core/components/editbox/CCEditBoxImpl.js # cocos2d/core/renderer/render-engine.js # cocos2d/core/renderer/utils/label/ttf.js # cocos2d/core/renderer/webgl/assemblers/label/2d/ttf.js # cocos2d/core/renderer/webgl/assemblers/label/index.js # cocos2d/particle/CCParticleSystem.js # editor/i18n/en/localization.js # editor/i18n/zh/localization.js # extensions/dragonbones/ArmatureDisplay.js # extensions/spine/Skeleton.js # extensions/spine/spine-assembler.js
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const RenderComponent = require('../components/CCRenderComponent'); |
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加了 blend-func.js, 用 mixin 的方式添加到 sprite 和 particle class 上,不用每个 class 都重复定义一遍
_context.fillRect(0, 0, _canvas.width, _canvas.height); | ||
_context.font = _fontDesc; | ||
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let startPosition = this._calculateFillTextStartPosition(); | ||
let lineHeight = this._getLineHeight(); | ||
//use round for line join to avoid sharp intersect point | ||
_context.lineJoin = 'round'; | ||
_context.fillStyle = 'white'; | ||
_context.fillStyle = `rgba(${_color.r}, ${_color.g}, ${_color.b}, 1)`; |
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这边为什么又改为在这里设置 color 了?
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一开始的时候有考虑到节点颜色的覆盖会加深描边的颜色,但是有些用户使用白色描边,覆盖之后白色描边就无效了,只能再改回去了。
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这一波dragonbones和spine的修改2.0和2.1没有冲突。
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const js = require('../../../../../platform/js'); | ||
const bmfintAssembler = require('./bmfont'); |
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bmfintAssembler 改为 bmfontAssembler 吧
fillMeshVertices(node, renderer._meshBuffer, comp._renderData, WHITE._val); | ||
}, | ||
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appendQuad: bmfintAssembler.appendQuad |
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bmfintAssembler -> bmfontAssembler
…2.1-release-merge-v2.0-release # Conflicts: # cocos2d/core/CCGame.js
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