- Calling Or() after TransitionsFromEntry().When(...) used to fail due to an unexpected internal state.
- This was due to the implicit conversion operator, which converted a null AnimationState to a AacTransitionEndpoint containing null in it.
- Fix this by returning null in the implicit conversion operators.
- If the name of a state contains a period ".", it can cause the animator to misbehave, so sanitize it.
- Transitions would not work properly during the runtime execution of the animator.
- Apparently this is because sub state machines internally use the dot as a separator.
- Sanitize the name so that menu state names such as "J. Inner" don't mess things up.
- Due to an implementation error, creating Any state transitions previously did not have any effect in the graph.
- This now creates Any state from the root machine.
- Sub-state machines "cannot" have Any state transitions created directly from them.
- Internally, Any always comes from the root state machine, but visually in the graph, it will come from the sub-state machine.
- Rename *Percent to *Normalized.
- Update inline documentation.
- Add additional single-valued and array overloads.
- Add AacFlSettingCurveObjectReference.WithUnit to be on-par with AacFlSettingCurve.
- Nodes need to know the Animator Root, so that relative paths can be resolved during the creation of State behaviours (i.e. Relative path of an AudioSource).
- Nodes need to have the ability to create a New Behaviour, even if one already exists.