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0.7.2 - #13

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YozoraKurage merged 4 commits into
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0.7.2
Jul 1, 2026
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YozoraKurage merged 4 commits into
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0.7.2

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YozoraKurage and others added 4 commits June 26, 2026 01:53
…state editor

- Remember each controller tab's open layer; restoring it on tab switch
- Connect States menu now accepts Entry/Exit/AnyState as sources/targets
- Multi-select transition rows commit the in-flight condition input before switching
- Add Duplicate Frame (states + state→state, state→Exit, Entry→state, AnyState→state transitions, notes)
- Layer duplication now carries frames and notes across the cloned state-machine hierarchy
- Frame menu: "Select States Inside" drops the frame and selects only contained states
- Inspector: multi-State editor for Motion / Speed / Cycle Offset / Mirror / Foot IK / Write Defaults / Tag / parameter overrides

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- New DragAlignment: snaps the dragged element's edges / center to the matching axis of any
  other State / Sub-State Machine / Frame / Note / Special node within a small threshold,
  and draws thin amber guide lines along the alignment. Same logic for States and Frames so
  both feel identical to drag. Followers (other multi-selected elements) move with the
  leader so the group stays cohesive.
- Brighter grid: brighter minor and major line colors plus explicit spacing, so the grid
  reads while dragging without being noisy.
- Frame layer bumped to 5 so the frame title / border / faint tint render above transition
  edges; FrameNode's ContainsPoint already lets clicks fall through the body to states.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The previous DragAlignment overlapped Unity's built-in snap-to-borders, which
States / Sub-State Machines / Special nodes already opted into via
Capabilities.Snappable. Drag-time alignment for them was effectively running
twice (with a too-thick, too-bright guide line on top).

Remove the custom DragAlignment entirely and instead add Capabilities.Snappable
to FrameNode and NoteNode so they snap with the same look and behaviour as
the existing nodes — Frames and States are now unified, with no duplicate
processing and using Unity's own thin alignment guides.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
AnimationWindow integration (Unity 2022.3, reflection-based)
- New AnimationWindowAccess: reflects AnimationWindow.animationClip and walks
  m_AnimEditor → state → AnimationWindowControl to invoke StartPreview/StopPreview
  (the previewing property is read-only on every layer in 2022.3).
- New AnimationWindowSync ("Anim Sync" toolbar toggle): pushes the selected
  State's clip into the open Animation window on every selection change.
- StatePreview rewritten ("Preview" toolbar toggle): auto-toggles the Animation
  window's Preview off→on every clip change so it re-acquires against the new
  clip. Preview implies Anim Sync; turning Preview on flips Anim Sync on too.

Parameters panel
- Add button: drop the ▾ glyph and toolbarDropDown style, pin Add to the LEFT
  so it stays visible when the panel narrows; search field gets the rest with
  ExpandWidth.
- New wrench button on the right opens a maintenance menu housing
  "Remove Unused Parameters (N)" (was an always-on inline row).
- New "?" find-uses button per parameter row: ParameterUsageFinder walks
  transitions / state parameter overrides / blend-tree blend params; results
  open in a GenericMenu that navigates to the usage on click — works across
  layers and sub-state-machine drill paths.
- DaerDContext.NavigateTo defers Select+Frame until GraphRebuilt fires when a
  layer/SM change is involved, so the new transition edge is in place to
  highlight blue (without the defer it stays unhighlighted on cross-layer pings).

Note editor
- Inspector text area was cut off on narrow columns: replace with a read-only
  preview plus an "Edit Text in Graph" button that opens the existing
  NoteNode.BeginEdit in-place editor.
- In-place editor: Escape now commits typed text instead of discarding (clicking
  outside already did this — stray-keypress data loss is gone).
- In-place editor: the TextField's inner unity-text-input wasn't inheriting
  white-space wrapping in 2022.3, so long lines clipped; set whiteSpace=Normal
  on the input element via code and via .dd-note__edit USS rules.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
@YozoraKurage YozoraKurage added the patch up to 0.0.x label Jul 1, 2026
@YozoraKurage
YozoraKurage merged commit 8226761 into main Jul 1, 2026
@YozoraKurage
YozoraKurage deleted the 0.7.2 branch July 1, 2026 05:49
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