| 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][pixi-v8] Update slot object container with tint
[UE] Turning inheritance on and off during animation using inherit keys does not work correctly.
[cpp] Resolves #2974, brings spine-cpp inline with spine-libgdx.
[godot] Resolves #3036, adds GDExtension implementation of animation mixes editor inspector panel
Add overloads for SkeletonRendererCocos2dX methods findBone, findSlot and getAttachment accepting const char * instead of std::string.
[cpp] fixed Memory access out of bounds error caused by unhandled null return of RegionAttachment when loading default skin
[ios] SpineCppLite module.modulemap header path error causes sub-pod dependency build failure
[cpp][4.3-beta] failed to compile with "SPINE_USE_STD_FUNCTION" defined
[c] In defense of the spine-c runtime
[C] 'spRGB2Timeline_setFrame' Xcode reports "Bad access"
[ios] Limitation - Dynamic Attachment/Region Replacement
[flutter] Allow setting custom attachments
[Flutter] Expose clipping on the SpineWidget
[UE] Make the reimport menu appear for `.atlas` and `.json` and `.skel` files.
[runtimes] Apply skeleton.scaleX/scaleY to wind and gravity
[ue] Root motion support
[ios][libgdx]premultipliedAlpha Rendering Issue on iOS Compared to Android
Add RSS feed for blog
Image sequences missing in documentation Spine JSON file format
Ruler and guides
Solo Slot function
PSD Import: Retain the existing mesh if the image shifts but the size stays the same
[psd] Improve handling of Adjustment Layers without raster data
Add revealAll feature to Import PSD
Add a hotkey to hide the editor window for macOS.
Allow previewing combinations of multiple skins in SkeletonViewer
Improving the “Name Conflict” Dialog
Snap the parent tip and child origin to each other as needed
Add Copy and Paste buttons for bones bound to a mesh
Add a link to the detailed tutorial in the Tips section of the welcome screen.
Clipping improvements
Add filters for each constraint type.
Add an option to hide the sequence attachment after it has been played back to the last frame.
Make the details of IK constraint warnings easier to understand
Distance based smoothing
Add a hotkey to adjust the zoom level to the loop range specified by Loop Start/End
Add a hotkey to zoom to the selected item(s)
Non-linear brushes
Highlight `Export` enabled items in the Tree view UI
Fade attachments in/out when changing attachments for a single slot
Specify skeletons for JSON or binary export
Camera function
Add an option for stylus users to have hotkeys available while holding the mouse button
When exporting all skeletons together, the CLI should provide a way to specify which animations are used
Improve mesh resize detection
Add option to customize the naming of exported PNG/JPEG sequence images
Viewport rotation
Add a feature to apply basic shapes to path attachments
Allow smoothing using all triangle edges
Add hotkeys to switch Dopesheet and Graph filters
Add a feature to save Dopesheet Filter presets
Add a copy button for the common export settings to other export types in the Export window
[request] Please make it possible to only select keyframes of currently selected channel in Graph while keeping the others visible
[request] please make it possible to in- and/or exclude slots from ghosting
Allow swapping RMB and MMB
Keep the curve even if the key to be pasted has the same value as the key
[request] Doubleclick on preview window canvas to make it full screen
Settings to play a sequence automatically
Please make the export filename(s)/folder name visible in the export dialog
Please show confirmation dialog when export files already exist instead of overwriting these
Linked path attachments for skins
Allow to scale the root bone ignoring the inherit scale option
Mute timeline
Ability to specify multiple skins for image/video export
Allow easier configuration of skins for different proportions
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
Multiple image folder paths
Modifier key to copy when dragging tree nodes
Support Maya-like default hotkeys
Separate the ability to select from the one to edit in the viewport
Skin sets
Add an all skeletons row in the dopesheet
Allow different types of objects to be selected and moved
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
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
Allow changing hotkey for tool selection toggle (RMB)
Allow the Slot Color view to set colors for bones and attachments
More options for selecting bones
Mesh UV texture offset
Alignment tools
Custom wireframe color for meshes
Warn user before saving if the file on disk changed
Scroll timeline horizontally with mouse scroll wheel
Skeleton locking
Add type-to-search and type-to-filter to Animations list
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
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
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
Hotkey editor
Allow linked meshes to be moved to a different slot
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.
Better communicate the difference between slot visibility and keyed slot attachment.
Allow numeric input for vertices
Mesh manipulation: rotate/scale vertices in edit mode
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
Color chooser presets
Skeleton attachments
Slot image chooser
Copy constructors for Skeleton and AnimationState.
API to support serializing AnimationState
[godot] Add something like GetRepackedSkin
[godot] Windows ARM export template?
[Godot] Skeleton rendering separation
[godot] Add CPU backface culling
[godot] no support for world position/rotation physics
[godot] getting bounding box of slot
[godot] Export templates for C# on iOS and Android
[godot] More controls in drive mode on SpineBoneNode
[godot] Expose SkeletonBounds and BoundingBoxAttachment
[godot] Expose Attachment API
[Godot] Add ability to see list of available animation events in editor
[ue4] Expose bounding box attachments to BP, add example for mouse intersection
[flutter] `js` package has been deprecated, is it time to replace `web_ffi_fork` with `wasm_ffi`?
[ue] Allow access to dynamic materials
[ue] Allow loading assets from disk at runtime
[ue] Fill mode for Spine widget
[phaser] Add a way to easily add images to a skeleton
[spine-cpp] Reduce the number of calls to malloc
[c] Function to add a new named skin to Skeleton Data at runtime.
[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] Support secondary textures at Sprites
[monogame] Apply atlas page texture wrap settings in MeshBatcher
[unity] Add an example scene demonstrating root motion scripts
[unity] Support SSRR reflections by Spine shaders in deferred render mode
[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
[Godot] Support for 3D system
[ue] Make `GetBoneWorldTransform` and `SetBoneWorldPosition` available to Spine Widget
[player] Example showing how to swap images
[ts] spine-player: viewport alignment
Spine for Ren'Py
[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
Wayland doesn't send events for modifier keys
[PhotoshopToSpine] Using `[scale]` tag and `Trim Whitespace` at the same time makes frame-by-frame animations wobbles
[runtimes] Example for loading attachment images from external sources
[godot] Multiply blend mode broken in Godot +4.1.x
[godot] Error during creation of a SpineAnimationTrack node if the skeleton has animations under a folder
[godot] AnimationPlayer not working when using a scene node in another scene
[godot] Additive mix blending bug after track entries completed
[godot] Culling not applied to meshes in 4.0
[Flutter] IOS build - Failed to lookup symbol 'spine_report_leaks': dlsym(RTLD_DEFAULT, NDIlib_version):
[c] _readVertices function boneIdx memory write overflow?
[ue] Duplicate events emitted if two or more events happen on the same frame
[ue] Tint of normal blend mode attachment in mix-and-match is incorrect
[threejs] Sorting issue of attachment meshes for negatively scaled bones
[ue4] "Create collision" in editor mode with realtime on generates physix cache files each frame
[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] Prefab instance always lists MeshFilter as override
[ue] Assigning dynamic materials at runtime does not work
[ts][webcomponents] Reflect container CSS rotation
[godot] Negative scale mix of transform constraints not working properly
[runtimes] Added allowMissingRegions to AtlasAttachmentLoader
[spine-ts] Spine-player continuously adding memory on looping animation in iphone Safari
[wechat] Explore how to run Spine animations on WeChat
[Godot] Editor crashes when adding elements to the animation mixes array in the Skeleton Data Res
[godot] Preview doesn't work when AnimationPlayer is created under SpineSprite node
[godot] Add properties to exposed object types
[godot] GitHub workflow fails when building app including GDExtension
[godot] Editor crash when loading a scene with non-existent animation set as preview-animation
[godot] Constraints do not mix out properly when animation is set with TimeScale set to 0
[godot][feature request] SkeletonRenderSeparator/SkeletonPartsRenderer nodes or alternative
HTML export option
Improve mac application icon
[ts][construct3] Runtime development
[sdl] Add new example for SDL, regarding SDL3 with GPU API instead of SDL_Renderer
Allow multi-editing for Sequences
[4.3-beta] After replacing an attachment image, the screen does not refresh until the mouse cursor moves
[4.3-beta] After changing the draw order, the slot selected from the store selection is no longer highlighted in the tree view with the slots filter
When splitting a skin bone, the bones under the skin are not sorted in numerical order
[4.3-beta] The draw order hotkeys behave inconsistently with respect to folders
[4.3-beta] Using the Sequence hotkey does not display the sequence row
[4.3-beta] Tracing images with straight edges often produces inaccurate results
[ts][player] Invalid viewport when an animation renders empty frames
[4.3-beta] Dragging Scale X/Y numeric entry does not work correctly with Auto Key in World axis
Allow folders to be added in the Skins and Animations views.
Automatically merge vertices that are too close together in mesh tracing
[4.3-beta] When deleting a skin while keeping attachments, their image paths become corrupted
Increase the number of recently opened projects
Update Godot version in workflow configuration
Mesh deformation becomes impossible on skeletons where “Simulate” is enabled for physics constraints and a slider is used
[unity] Changing first SkeletonUtilityBone mode to Override at runtime has no effect
Update Godot version in workflow configuration
Uncaught ReferenceError: Cannot access 'pe' before initialization
Copying keys should use world or local space like copying bones
Duplicate folders
Select checkbox for skeletons
Skin properties row for attachments
Duplicate attachment dialog
Show only visible skins in the tree
Consolidate files