Comments (2)
Can you update and see if this fixes the crash for your scenario?
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Thanks for fixing so quickly!
Confirmed - no more segfault on exit.
You rock!
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Related Issues (20)
- [player] Allow loading different data files. HOT 1
- [sfml] Multiply blend mode + non-PMA doesn't look correct on Celestial Circus HOT 1
- [ts] WebGPU support and Spine-Pixi runtime HOT 2
- [c] Scale Problem after 4.2 Upgrade HOT 4
- [ue] The cast shadow is slightly off the skeleton's boundary when using `SpineLitNormalMaterial`. HOT 1
- [runtimes] Copy constructor for Constraints reference bones and slots of the original skeleton HOT 2
- [spine-csharp] Skeleton.PhysicsRotate references the field r instead of the parameter x HOT 1
- [unity] SkeletonGraphicRenderTexture example component RenderTexture distorted
- [godot] Crash in SpineSlotNode if SpineSprite parent does not have skeleton data set HOT 5
- [runtimes] Skeleton.getBounds() should apply clipping
- [godot] Leak in editor when scene with multiple SpineSpriteNodes is open
- [spine-csharp] MathUtils.Atan2Deg isn't defined when USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS is defined HOT 1
- [TS] MixDuration setter issues HOT 3
- [unity] UpdateWhenInvisible incorrect when using SkeletonRenderSeparator
- [unity] SkeletonGraphicRenderTexture incorrect alpha blending
- [ue] The `SetSlotColor` node accepts only 0 or 1 `Color` value, despite its parameters being of byte types.
- [ue] Quickly support UE5.4.1 HOT 1
- [godot]Rotating bones with `Gravity` of physics constraints gives different results than in the editor.
- [flutter] cpp file not found HOT 2
- [flutter] Animation may not be applied correctly to the skin bones of the mix-and-match skeleton in the Dress Up example. HOT 1
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