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Merge pull request #458 from redgvin/master
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strict check for currentMeshId
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ivanpopelyshev authored Sep 7, 2022
2 parents 1a10098 + af6c913 commit d2e0117
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion packages/base/src/SpineBase.ts
Original file line number Diff line number Diff line change
Expand Up @@ -339,7 +339,7 @@ export abstract class SpineBase<Skeleton extends ISkeleton,
}

const id = (attachment as IVertexAttachment).id;
if (!slot.currentMeshId || slot.currentMeshId !== id) {
if (slot.currentMeshId === undefined || slot.currentMeshId !== id) {
let meshId = id;
if (slot.currentMesh) {
slot.currentMesh.visible = false;
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7 comments on commit d2e0117

@redgvin
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@redgvin redgvin commented on d2e0117 Sep 7, 2022

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@ivanpopelyshev can you make new release with this fix, please?

@ivanpopelyshev
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let me check if there are any significant changes in last month, i'll add them and publish

@ivanpopelyshev
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you know you can just do Spine.prototype.update = myFunction, for a moment, right?

@redgvin
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@redgvin redgvin commented on d2e0117 Sep 7, 2022

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Yeap, yeap. Thanks 👍

@redgvin
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@ivanpopelyshev hey, just in case, do you have any expectation, I mean not urgent, but prefer to use oficial releases

@ivanpopelyshev
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Thanks for reminder!

@redgvin
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@ivanpopelyshev btw, I just realized that in our project was little bit hacked version of spine where mesh indexes were names, not mesh id, and nornal spine working ok, but I believe this strict check at least headle case for 0 id right, which prevent additional code call? or we should revert this PR at all?

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