That was BoneFollower, and yes. [unity] Handle BoneFollower parent negative matrix scale.@ddce81c
18 May 2017 11:20 am
There was a minor problem with tint black.
Uploading a new unitypackage now. Should be up in a few minutes.
You can also apply the change yourself to your SpineMesh.cs by replacing it with this: https://raw.githubusercontent.com/EsotericSoftware/spine-runtimes/6756f015575400348c510ed19a0e8f8888542270/spine-unity/Assets/spine-unity/Mesh%20Generation/SpineMesh.cs
19 May 2017 9:34 am
beta 2 is up. Updated UTC - 19 May.
Just a few minor fixes. Let us know if you run into any problems!
23 May 2017 2:04 pm
beta 4 is up. Updated UTC - 23 May.
Fixed a bug in AnimationState.cs that caused multi-track rotation animations to break with certain mix duration values. You would have seen this as NaN/ArithmeticExceptions in your console.
24 May 2017 8:17 pm
beta 5 is up. Updated UTC - 24 May.
Fixed a bug in the spine-csharp clipping triangulator that caused it to go into an infinite loop with certain ClippingAttachment shapes.
For most people, this may have manifested as the Unity Editor freezing when you import a skeleton with active ClippingAttachments in setup pose.
31 May 2017 7:22 pm
beta 6 is up. Updated UTC - 30 May
Fixed two related bugs where if setup pose did not have any renderable attachments, meshes would have triangles but no verts, and would have NaN bounds.
08 Jun 2017 2:03 am
Updated UTC - 7 June
[csharp] Fixed deform timelines not mixing to/from setup pose.@3c194a5
[unity] SlotBlendModes module.@b2c0034
[unity] Handle skinless SkeletonGraphic.@e0a398b
11 Jun 2017 12:43 am
Updated UTC - 10 June
Fixed DeformTimelines with ambiguous IDs causing mixing with setup pose to fail:
[csharp] Added shifted vertex attachment IDs for DeformTimeline.@14d031c