Commit Graph

1675 Commits

Author SHA1 Message Date
copilot-swe-agent[bot]
c1962c77be Fix output pose layer detection to use AnimGraphNode_Root Name="AnimGraph"
The output pose layer is now correctly identified by finding the node
whose Name property is "AnimGraph" (stored on AnimGraphNode_Root),
instead of incorrectly matching any node with "Root" in ExportType.

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 06:31:15 +00:00
copilot-swe-agent[bot]
1ba3afb483 Show only final output pose layer initially in AnimGraph viewer
Only the AnimGraph layer (containing Root/Result nodes) is shown
when first opening the animation blueprint, instead of all layer tabs.

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 05:52:14 +00:00
copilot-swe-agent[bot]
652b7cfeaa Redesign animation nodes to match UE Animation Blueprint visual style
- Dark translucent node body with gradient title bar color-coded by type
- Proper pin circles (Ellipses) on node edges replacing text bullets
- Connection wires colored by source pin type with thicker strokes
- Subtle drop shadow behind each node
- Orange selection highlight matching UE's selection color
- Darker canvas background matching UE blueprint editor
- Extract named constants for pin label offset and gradient factor

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 03:49:37 +00:00
copilot-swe-agent[bot]
6a2ef86a3f Fix animation node UI: replace OriginalSource guard with drag-threshold panning
The previous fix (e.OriginalSource != sender) blocked panning entirely
when clicking on nodes, making them feel like buttons. Connection Path
elements also received mouse events, potentially interfering.

Fix:
- Use a drag-threshold mechanism: clicking selects a node without
  jumping, dragging from anywhere (including nodes) starts panning
  after a 5px threshold is exceeded.
- Register MouseLeftButtonDown with AddHandler(handledEventsToo: true)
  so the panning handler fires even when nodes set e.Handled = true.
- Set IsHitTestVisible = false on connection Path elements so they
  don't interfere with mouse events.
- Check e.LeftButton state in OnCanvasMouseMove to prevent stale pan
  state when the button is released unexpectedly.

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 03:25:29 +00:00
copilot-swe-agent[bot]
2c0f915a64 Fix clicking on animation nodes causing UI jumping
In WPF, MouseLeftButtonDown is a Direct routed event that fires
independently on each UIElement with a fresh Handled=false. Setting
e.Handled=true in the node's click handler does NOT prevent
OnCanvasMouseDown on the parent canvasBorder from firing. This caused
clicking a node to both select it AND start panning, making the graph
jump when the mouse moved.

Fix: check e.OriginalSource != sender in OnCanvasMouseDown so panning
only starts when clicking directly on the canvas background.

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 03:04:41 +00:00
copilot-swe-agent[bot]
3280bfeb25 Fix zoom jumping and improve connection line visibility
- Fix OnMouseWheel: get mouse position relative to parent Border (stable
  coords) instead of Canvas (transformed coords that shift during zoom);
  compute canvas-local point manually and preserve it after scale change
- Fix OnCanvasMouseDown/Move: use parent Border coords for consistent
  panning behavior
- Improve connection lines: thicker stroke (2px), higher opacity (0.8),
  minimum bezier tangent length (50px) for smoother short-distance curves

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 02:50:47 +00:00
copilot-swe-agent[bot]
e5eac1702b Address code review feedback: remove redundant assignments, extract constants
Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 02:40:09 +00:00
copilot-swe-agent[bot]
ea5546b5cf Add layer tabs and properties panel to AnimGraph viewer
- AnimGraphViewModel: Add AnimGraphLayer class and BuildLayers() to group
  nodes into connected subgraphs displayed as separate tabs
- AnimGraphViewModel: Add topological layout (LayoutLayerNodes) so nodes
  flow left-to-right by dependency depth instead of grid
- AnimGraphViewer.xaml: Replace single canvas with TabControl for layers
  and a right-side properties panel with GridSplitter
- AnimGraphViewer.xaml.cs: Per-layer canvas state, node selection with
  property panel population, per-tab zoom/pan

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 02:35:34 +00:00
copilot-swe-agent[bot]
d80132b876 Address code review feedback: extract constants, improve self-connection check, fix comment
Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 02:03:04 +00:00
copilot-swe-agent[bot]
788cc6d410 Fix animation blueprint node extraction to read from ChildProperties and CDO instead of exports
In cooked UE assets, UEdGraphNode objects are stripped as editor-only data
(PKG_FilterEditorOnly). The actual animation node information is stored in:
- UAnimBlueprintGeneratedClass.ChildProperties (FStructProperty entries describing node types)
- ClassDefaultObject properties (FStructFallback values with node data)
- FPoseLink/FComponentSpacePoseLink structs with LinkID for connections

Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-03-02 02:01:27 +00:00
copilot-swe-agent[bot]
b897cd4185 Remove unused imports and constants
Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-02-28 10:11:10 +00:00
copilot-swe-agent[bot]
3a12c8bfc6 Address code review feedback: cleanup comment, remove empty method, improve null handling
Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-02-28 10:06:53 +00:00
copilot-swe-agent[bot]
ba9bb323a3 Add animation blueprint graph viewer with node/connection extraction and visualization
Co-authored-by: LoogLong <86428208+LoogLong@users.noreply.github.com>
2026-02-28 10:05:39 +00:00
copilot-swe-agent[bot]
bd366ea12f Initial plan 2026-02-28 09:52:13 +00:00
Masusder
fd4eb0a418
Borderlands 3 audio (#649)
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2026-02-25 16:24:43 +01:00
LongerWarrior
7fab3e2ead Titan Quest 2 update, Windrose support
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2026-02-22 16:47:06 +02:00
LongerWarrior
83b5330d1e Fix issue with animation RateScale
Co-authored-by: Asval <asval.contactme@gmail.com>
2026-02-22 16:36:48 +02:00
Masusder
500fa59f85
Option for bulk audio conversion (#646)
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2026-02-18 17:40:15 +01:00
LongerWarrior
1c48a27f8e InitOodle update, High on Life 2 and Borderlands 4 Audio support
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2026-02-17 01:51:22 +02:00
Masusder
6b3a4ae785
Borderlands 4 - GbxAudio support (#645)
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2026-02-16 02:05:52 +02:00
ᴅᴊʟᴏʀ3xᴢᴏ
40ed646dcd
Fix HTML tags in some Quests DisplayName. (#640)
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* Fix HTML tags in some Quests DisplayName.

* New Backups & Hotfixes API

* fix backups being null

---------

Co-authored-by: GhostScissors <79089473+GhostScissors@users.noreply.github.com>
2026-02-11 20:33:50 +05:30
Marlon
bd2e924925
Merge pull request #643 from Krowe-moh/patch-1
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2026-02-11 14:04:30 +01:00
Krowe Moh
dee4ecab9c
Prevents ImGui assert from AddFontFromFileTTF 2026-02-11 23:57:59 +11:00
LongerWarrior
e47b3ac6bb
WWise refactor and Wuthering Waves, Neverness To Everness update
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2026-02-10 01:28:43 +02:00
LongerWarrior
87fe6ed09d bump cue4parse 2026-02-10 01:10:24 +02:00
Masusder
508dcb4c7a Wwise media assets + .adx fallback 2026-02-08 12:49:50 +01:00
LongerWarrior
40996973eb Code Vein 2, Infinity Nikki update
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Ashes of Creation dbc extraction
2026-02-03 00:35:13 +02:00
Marlon
14e05da2e0
fixed line endings to lf to match editorconfig
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2026-01-27 14:17:43 +01:00
Marlon
892dd8cdef
latest oodle dl 2026-01-27 14:10:13 +01:00
Marlon
1e2b1b1e3e
support for .UONDEMANDTOC files 2026-01-26 15:09:30 +01:00
Masusder
ef906084fb Bump CUE4Parse
I forgot
2026-01-25 18:06:48 +01:00
Masusder
669b07f807
Overall improvements (#633) 2026-01-25 17:49:44 +01:00
Fabian
31d426f795
Merge pull request #635 from LeleDerGrasshalmi/fix-bp-decompiling-disabled
Allow "decompile bp" for other bp types
2026-01-25 17:32:10 +01:00
Lele
667e5ef7b9
Fix "decompile bp" being disabled (typo) 2026-01-25 14:52:27 +01:00
Marlon
b4a5e05c8a
cue4parse update 2026-01-24 19:33:09 +01:00
Marlon
aae182d8e4
wwise fix 2026-01-24 19:30:47 +01:00
Marlon
3eb4c0d4be
update fn engine version 2026-01-24 18:36:31 +01:00
Masusder
b9315cc298
'The Dark Pictures Anthology: House of Ashes' Wwise support (#632)
* 'The Dark Pictures Anthology: House of Ashes' Wwise support

* AnyItemMeetsConditionConverter.ConditionMode

---------

Co-authored-by: Asval <asval.contactme@gmail.com>
2026-01-19 20:33:32 +01:00
LongerWarrior
86ec2a931e Assault Fire Future support
Ace Combat 7 wwise fixes
2026-01-19 19:21:58 +02:00
LongerWarrior
8de4402032 The Finals, Styx Blades of Steel, Palia, StarRupture, Octopath Traveler CoTC support
Dune Awakening, GrayZoneWarfare update
2026-01-13 22:52:22 +02:00
Asval
fe4529908e some post update fixes
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2025-12-22 00:02:37 +01:00
LongerWarrior
2415c50698 PUBG Black Budget support
Valorant mappings endpoint
2025-12-22 01:00:24 +02:00
Masusder
8b95b403bb
New Explorer System (#619)
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+ filter by types, find by references (UE5+), and a lot of other improvements

Co-authored-by: Asval <asval.contactme@gmail.com>
Co-authored-by: LongerWarrior <LongerWarrior@gmail.com>
2025-12-19 18:34:33 +01:00
Marlon
5776444020
cue4p update
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2025-12-12 20:49:46 +01:00
Marlon
5b4494fda2
lib download error logging 2025-12-12 20:48:36 +01:00
Marlon
3098273a33
ci/cd build flag 2025-12-12 20:48:05 +01:00
Marlon
c9a97c73a1
csproj cleanup 2025-12-12 20:47:37 +01:00
Marlon
a68b469556
oodle dl fix 2025-12-11 14:47:43 +01:00
Marlon
4e0efe779b
action updates 2025-12-10 21:59:59 +01:00
Marlon
5d34bfaf4e
oodle init fix 2025-12-10 21:51:20 +01:00