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3,528 Commits over 1,338 Days - 0.11cph!

2 Years Ago
Cleanup Fix output nodes sometimes not secondary highlighting
2 Years Ago
Fix more build errors
2 Years Ago
Fix build errors
2 Years Ago
Handle secondary highlighting of nodes that don't have a node instance (groups)
2 Years Ago
Get output node will skip other output nodes until it finds a legit node, allows chaining of groups Reset the output id when removing connection
2 Years Ago
Change root node to use input connection instead of child id CAnimGraphFixedData::GetUpdateNode asks the node for the actual update node when output id is valid Never add a update node for child nodes that have a valid output id (nodes connected to groups) Cleanup Try to update secondary highlights for group nodes
2 Years Ago
Better way of bypassing group nodes when creating update nodes but still not ideal
2 Years Ago
Check all nodes in graph when replacing node id references from copy paste, not just the ones in the current node manager
2 Years Ago
Make sure the child node is resynced last
2 Years Ago
Resync graph nodes for parents when attribute is modified, they may have been refreshed
2 Years Ago
Refresh references to input/output node ids in group node if they're old Fix crash in graph binding if group output isn't hooked up to anything
2 Years Ago
Delete the old output edges and recreate them with the new node Fix output pins of group input not connecting up to input pins of group output properly Make sure output plug edges are removed and recreated on node refresh Add CAnimNodeBase::GetGraph so we don't always have to go through the context to grab the graph Bypass group nodes when creating update nodes for graph binding Get the correct child id when bypassing group nodes Switch blend anim node to use input/output ids as a test kv3 conversion for CBlendAnimNode Draw node stacks differently with secondary highlight
2 Years Ago
Hooking up nodes to group node input now works
2 Years Ago
Save input connection map for group node Generate a unique id for connection proxy output Do the same for output node Add util for saving/loading hash table but direct value instead of ptr value (annoying, why can't the schema shit just handle hash tables?) Save input connection for connection proxy items
2 Years Ago
Rename ianimgroup to igroupanimnode
2 Years Ago
Auto create group input/output nodes when creating group node Hook up group node input/output node IDs Create group node child/parent plugs using their input/output nodes
2 Years Ago
Add icon support to nodes
2 Years Ago
Refresh parent plugs
2 Years Ago
Add proxy items to group input/output nodes Initial support for parent plugs
2 Years Ago
Allow create node context items to be filtered out easier Filter out group input/output anim nodes in context menu, we should never have to make these manually
2 Years Ago
Insert new node ids only after replacing child references on all nodes Delete all nodes group node has in their manager when they get deleted Add context menu item for grouping selected nodes Switch back to using CAnimGraphEditorWidget for CQGroupEditorWidget
2 Years Ago
Fix crash when reassigning node ids with connections
2 Years Ago
Reassign node IDs when they already exist, this is usually due to when a group node is copy pasted
2 Years Ago
Add node to graph node list on copy paste
2 Years Ago
Don't bother getting the node manager from path entry now Don't go back to home on animgraph change due to an undo
2 Years Ago
Animgraph can now get and find nodes across any group
2 Years Ago
Always go through the node manager to copy paste nodes from buffer Always go through the node manager to add/remove nodes and connections Remove animgraph clear, this isn't actually used Graph binding init nodes gets nodes from id through the context Node ids are unique to the graph, not the node manager
2 Years Ago
Cleanup Give graph context access to the node manager Give group anim node its own graph context so nodes always know who their node manager is
2 Years Ago
FocusOnLocation and OnAttributeModified goes through node manager
2 Years Ago
Same deal for copy graph nodes
2 Years Ago
Fix paste graph nodes not using the correct node manager
2 Years Ago
Enable stack drawing on node items for group nodes
2 Years Ago
Copy CAnimGraphEditorWidget for CQGroupEditorWidget, cut down on code duplication later Group editor widget saves group node id so we can get the new node ptr on animgraph change, fixes undo crash Remove OnUpdateVisualization from IAnimGraphVisualization, don't need to do this now
2 Years Ago
Remove m_rootNodeID in format conversion
2 Years Ago
Add IAnimNodeManager, we're gonna need this Allow animgraph to grab the node manager Create a node manager in group anim node instead of a whole new animgraph Allow node manager to be grabbed through graph editor widget so we can yoink the manager that the group node is using Send the node manager down to the visualization container widget instead of an animgraph Pass the node manager to editable graph
2 Years Ago
Keep track of the animgraph in path entry so that the correct anim node can be got when updating visualization
2 Years Ago
Let anim node manager deal with removing invalid nodes and setting context post load Move all handling of nodes into node manager Move root node id into node manager, find it on post load so we don't have to save it
2 Years Ago
Add CGroupInputAnimNode and CGroupOuputAnimNode stubs
2 Years Ago
Add group anim node Add group editor widget Add anim node manager Add KV3_FORMAT_ANIMGRAPH2 and converter for migrating to node manager
2 Years Ago
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
2 Years Ago
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
2 Years Ago
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
2 Years Ago
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
2 Years Ago
And a few more
2 Years Ago
Remove more game ifdefs
2 Years Ago
Remove log left in by mistake
2 Years Ago
Don't predict entity effects flags, it causes old effects value to be used around the time UpdateVisibilityAllEntities is called
2 Years Ago
Undo fix for #1655, need to fix this properly
2 Years Ago
Fix LookAtCamera
2 Years Ago
Save out a client side value of m_fEffects, for some reason this networked var is out of date at the time of calling UpdateVisibilityAllEntities. Fixes player model not rendering in firstperson on respawn