Mario Zechner
Mario Zechner
I considered this for the V1, but as you found in your fork, it's not exactly trivial to get feature parity with the 2D version. It's definitely planned, but not...
Profiling small methods like this usually gives bogus results. String concatenation is optimized in the .NET runtimes (maybe not in IL2CPP). The operations performed are extremely unlikely to have any...
I wonder if this shouldn't be a (set of) method(s) on `AnimationState` instead of stuffing more fields into `TrackEntry`. Not sure exactly how that'd look without making the API surface...
Torn on this. I'm in favor of full `AnimationState` serializability. But the proposed solution would allow only partial serialization of AnimationState. What about events still hanging in the queue? Also,...
The reason the renderer object is a `void*` is due to the fact that that mechanism is not only used in cocos2d-x, but in SFML, UE4, and other runtimes. While...
Cheers, we've been following your discussion on the forum and have discussed some options internally. We do consider abstracting the rendering dependent parts out of the core entirely. However, we'd...
It is! Just not in the 3.6 release. It's the next runtime we are going to implement. We will likely target Godot 3.0 as it has some promising new features...
That means it's ready to be worked on. We have not started work on Godot yet.
I haven't looked into issues concerning Godot yet, so I'm afraid I have no input in the Animationsplayer API and it's compatibility with Spine's API. What I can say is...
I quickly looked into Animation and AnimationPlayer. It seems that is more targeted at animations authored in Godot itself, manipulating node properties. I'm not sure if marrying that with the...