* first draft
* change requests
* actually working draft
* duplicated method
* use more the new method
* - put StateContext class on a separate file
- new BidirectionalDictionary<T1,T2> class
- other tweaks
* - put StateMachineContext class on a separate file
- move all asset creations into VirtualAnimationFactory class
- added extension method GetName() to IStateConstant
- other tweaks
* Apply suggestions from code review
Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
* apply requested changes
* Apply suggestions from code review
Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
* reorder methods
* Update Source/AssetRipper.Processing/AnimatorControllers/AnimatorStateContext.cs
Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
* apply requested changes
* IndexedState to StateData[]
* Update Source/AssetRipper.Processing/AnimatorControllers/AnimatorStateContext.cs
Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
* apply requested changes
* Apply suggestions from code review
Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
* a lot of restructuring and comments
* statemachine parenting finished
* simplify CreateDefaultAnimatorState
* small tweaks
---------
Co-authored-by: Jeremy Pritts <49847914+ds5678@users.noreply.github.com>
Added a check in the ConvertChannelsToStreams method to return an empty array if the `channels` list is empty. This prevents potential errors when processing an empty list of channels.
* - improved Slope/Tangent calculation
- recover Slopes for all Float curves
- tweaked Dense and Constant curves generation
- fixed erroneously generating Float curves out of PPtr curves, on MonoBehaviours and some Engine components
* remove duplicated bindings cache
* don't get stuck on broken Transform animation, and minor tweaks
* implementing change requests
* implementing new change requests
* edit comment
* Add PrefabHierarchyObject and SceneHierarchyObject
* Scene ordering remains the same, but prefabs get sorted by asset type
* This might solve an issue with pptr's inside a prefab. Previously, AssetsExportCollection.File was not changing while enumerating ExportableAssets.
* SceneExportCollection uses random export id's for artificially generated assets. Previously, there were no generated assets in scenes.
* Fix bug where there were extra skin weights extracted. The extra values were all 0 because there was never any data to fill them.
* Make compiler warn for incorrect use of Pure methods
* Refactor BoneWeight4 to use InlineArray
* Support bit packing ReadOnlySpan<int>
* Support setting the compressed mesh weights