Open alexfacciorusso opened 7 years ago
Can anyone tell me why this thing was a TODO? Any regression if I implement that thing? Thanks guys for this beautiful editor, I want to contribute and make it better!
I believe this is very similar to #107
So why is #107 not accepted? I have read that merge request but I can't understand why is not merged in the project… 😕
I'm not really sure, it was closed by the author itself. His version had backwards compatibility but also the disadvantage that you had to explicit set a flag to enable origin transform. In your version this is not required however it could break software that relied on the hardcoded 0 as origin ('m not very sure about this since I'm not very familiar with the internals of Overlap2D).
This is a proper PR, although this is good for the runtime, we have to also check to see if this does not break Editor itself, as it relies on the runtime.
@azakhary sure, we must check for editor problems. I think that this "feature" (is more a TODO fix), must be included in a way or another, because in-game implementations are simply hacks for the lack of runtime implementation
Agreed. Can you make sure this does not break editor (specially when resizing, transforming stuff) ? If it's good to go then, I can merge.
I am trying to compile editor, but for some reason, it will not compile because of broken spine libraries… 😕
oh right, the spine has updated and needed change on editor part, one of our guys did change that, but we did not merge. Thanks for reminding. Let's do the following. at monday I'll ask the guy to PR the spine changes, then I will make sure editor compiles again, then we'll get back to this. Sorry for that.
Ok, perfect… has the Overlap2d project got a Slack community? If not, why not to create one, for discussing about development, fixes, features etc?
we can, but the community is not that big to require a "realtime" talk. Not always many people are online simultaneously, this making discussion here or on forums more easy.
Any update on this? I've recently started using Overlap2d and encountered this problem rather quickly.
Now composite object respects the originX and originY setted in the TransformComponent in the rendering phase.