Initial commit
[Initial commit]

copying from internal repository (without history, so nobody can see
ugly things that happened there!)
[Examples] example project

+ sample character, with assets, tested and working with Spriter b5
+ the same character exported to Unity as a prefab
[main] update

+ updated main, so it behaves as readme states
+ updated gitignore
+ fixed some misspelling in readme
[readme] another thing that doesn't work and i'm aware of it
[Readme] update for usage
[CurveCalc] fixed z-ordering problem

+ all Z values are now instantly changed (slope = Infinity)
[CurveCalc] fixing slopes

+ inSlopes of the next frame for position and scale are now outSlopes
of the previous frames
+ this fixes various problems with scales (mainly seen on pickups)
[PrefabMaker] fix for scales of pivots

+ this partially solves “the coin problem”
+ basic animations with just sprites should work fine
[examples] update for Crabby

+ crabby regenerated using the newest version of converter
[PrefabMaker] fix for pivot scales

+ multiplying whole scale BEFORE rotation
+ regenerated Crabby once again
[KeyFrame] skipping frames with wrong time

+ sometimes in scml file there are frames that are pointing to a
different time. these frames are skipped from the animations

! this created a bug with objects disappearing, these frames have to be
added it seems, but only for “show” attribute
[Animations] fix for a bug intruduced in previous commit

+ all spriter nodes got “active” variable, telling whether they should
be taken into account when calculating changes or just as markers of
“being shown”
+ keyframer sets this new activity parameter
+ prefab maker propagates this into unity game object
+ animation clip skips game objects that don’t want to be used in
calculations, but preserves them for visibility
[readme] update
[Examples] Crabby exported with newest version

+ this fixed problems with walking animations (the one going to the
left is fine, the right one was broken to begin with)
[SpriteRenderer] ordering of sprites

+ it seems that just z-order ain’t enough, sorting layer is required
[SpriteRenderer] adding alpha to animations

+ Object reads alpha from keys in timelines
+ Sprites are taking this alpha for key frames
+ PrefabMaker propagates alpha to SpriteRenderer
+ SpriteRenderer keeps this alpha for later
+ CurveCalc gets a list of markers
+ AnimationClip preprares alpha blending as a normal, linear curve
[examples] crabby exported with the newest version
[AttachSprites] script for Unity for sprite attaching

How does it work:
- attach this Script to any Prefab generated via Spriter2Unity
- keep all textures for this entity in Resources folder and preserve
folder structure (if something was under head/sthn it should be under
*/Resources/head/sthn)
- run the game - your prefab should have all it’s sprites attached
- while runtime, copy object with attached sprites to project to create
a new prefab
[Sprite] quickfix for z ordering problems

+ in spriter objects can change z order, in Unity it’s impossible to
animate that
+ as a temporary solution, each object is distinguished by it’s
rendering group attached to it’s name. it makes him unique and is
reused ONLY if rendering group is also the same
+ this solves problem with die animation of the default test character
from Spriter essential pack

! this generates much more Unity nodes than it should, a better
solution would be taking all of these z orders and assigning new ones,
that are ok for all animations at once. also then, when some objects
are changing order in some animations, node can be duplicated just for
it

! this is a temporary fix, whenever i get some more time i’ll fix it
properly