Earlier this year
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r60
(Fixes the initial commit so it works! I've now lightly teste...) committed by mosesoak
- Fixes the initial commit so it works! I've now lightly tested the updates to SequenceCA and the new
ImmediateAdvance class, both of which seem to work.
Fixes the initial commit so it works! I've now lightly tested the updates to SequenceCA and the new
ImmediateAdvance class, both of which seem to work.
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r59
(0.5.2 branch initial commit) committed by mosesoak
- 0.5.2 branch initial commit
0.5.2 branch initial commit
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r58
([No log message]) committed by mosesoak
- [No log message]
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r57
(GoASAP 0.5.2) committed by mosesoak
- GoASAP 0.5.2
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r55
(GoASAP 0.5.2 Branch) committed by mosesoak
- GoASAP 0.5.2 Branch
Older
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r54
(minor fix: an import was missing in a flex test.) committed by mosesoak
- minor fix: an import was missing in a flex test.
minor fix: an import was missing in a flex test.
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r53
(0.5.1e Fixes glitch w/cycles in LinearGo.update().
Was due ...) committed by mosesoak
- 0.5.1e Fixes glitch w/cycles in LinearGo.update().
Was due to a previous attempt at fixing a rounding error returned by Back.easeOut at _position 0,
now being done more specifically.
0.5.1e Fixes glitch w/cycles in LinearGo.update().
Was due to a previous attempt at fixing a rounding error returned by Back.easeOut at _position 0,
now being done more specifically.
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r52
(Initial import.) committed by mosesoak
- Initial import.
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r51
(GoASAP 0.5.1d - Small fix to Repeater. Fixes a glitch where ...) committed by mosesoak
- GoASAP 0.5.1d - Small fix to Repeater. Fixes a glitch where animations would jump to start position
at last update.
GoASAP 0.5.1d - Small fix to Repeater. Fixes a glitch where animations would jump to start position
at last update.
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r50
(another minor incremental release that fixes the previous on...) committed by mosesoak
- another minor incremental release that fixes the previous one, PlayableGroup was broken.
a few notes,
- discovered an obscure Dictionary bug where setting a value on a dictionary with 20+ keys as it's
being looped through results in a duplicate entry. I switched PlayableGroup so it cycles through an
array of children before using listenTo() or unListenTo().
- Noticed that Back easing, when you pass it 0 it returns a weird value. Added a caveat to LinearGo
that might reduce performance a little so I'm not sure it's worth it. Basically it says if time is
0, set _position to 0 instead of running the easing method.
- Broke out the adoptChildState portion of PlayableGroup.addChild(). However, it is too bulky and
complex. I plan to replace it with a simple instance property in the next build like
restartActiveChildren:Boolean.
another minor incremental release that fixes the previous one, PlayableGroup was broken.
a few notes,
- discovered an obscure Dictionary bug where setting a value on a dictionary with 20+ keys as it's
being looped through results in a duplicate entry. I switched PlayableGroup so it cycles through an
array of children before using listenTo() or unListenTo().
- Noticed that Back easing, when you pass it 0 it returns a weird value. Added a caveat to LinearGo
that might reduce performance a little so I'm not sure it's worth it. Basically it says if time is
0, set _position to 0 instead of running the easing method.
- Broke out the adoptChildState portion of PlayableGroup.addChild(). However, it is too bulky and
complex. I plan to replace it with a simple instance property in the next build like
restartActiveChildren:Boolean.
-
r49
(0.5.1b - Minor update: Completes the previous update with a ...) committed by mosesoak
- 0.5.1b - Minor update: Completes the previous update with a more thorough approach.
The previous update only affected start(), but many methods start items and needed to listen to the
items first in case of immediate completion.
Other notes:
* Item play-states are now checked as well as their return value from start() since some developers
might choose to return true even when start() completes the item.
* The addChild method was changed a little but hopefully will work just as well.
0.5.1b - Minor update: Completes the previous update with a more thorough approach.
The previous update only affected start(), but many methods start items and needed to listen to the
items first in case of immediate completion.
Other notes:
* Item play-states are now checked as well as their return value from start() since some developers
might choose to return true even when start() completes the item.
* The addChild method was changed a little but hopefully will work just as well.
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r48
(0.5.1 Fixes PlayableGroup so that IPlayble items may dispatc...) committed by mosesoak
- 0.5.1 Fixes PlayableGroup so that IPlayble items may dispatch their STOP or COMPLETE event
immediately during start(). This fix works for sequence classes as well since SequenceItem extends
PlayableGroup.
0.5.1 Fixes PlayableGroup so that IPlayble items may dispatch their STOP or COMPLETE event
immediately during start(). This fix works for sequence classes as well since SequenceItem extends
PlayableGroup.
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