Chase
Chase
The repository isn't up to date yet with my local copy. I was in the middle of some refactoring before being pulled onto other projects. Let me see if I...
I think this is a good change. Would you like to make a pull request for your suggestions / fixes, or would you prefer I just patch it?
BlueGraph was built to leverage the same technology Unity was internally using for its own Shader Graph / VFX Graph components, so there was minimal redundant code to write. Things...
Gotcha. The node editing UI itself is definitely Unity-dependent, since it requires Unity Editor components to work but JSON exports would certainly be doable. There would be some unknowns to...
Something like this? Specifically the `CreateWindow` and `Load` calls ```cs using BlueGraph.Editor; using BlueGraphSamples; using UnityEditor; using UnityEngine; public class MakeDynamicGraph : MonoBehaviour { MonoBehaviourGraph graph; void Update() { if...
Bumping off initial release milestone - it's a nice to have but isn't a show stopper
Easiest solution would be that any node copied from a graph can be pasted back onto that same graph. This does create a conflict with `[Node(deletable = false)]` though -...
`NodeView.GetCompatibleInputPort` and `NodeView.GetCompatibleOutputPort` would be the two places this needs to be fixed.
I have a WIP in the samples project for this. Specifically: https://github.com/McManning/BlueGraph-Samples/blob/experimental/Assets/Misc/Runtime/Nodes/ToFloatArray.cs https://github.com/McManning/BlueGraph-Samples/blob/experimental/Assets/Misc/Editor/ToFloatArrayView.cs
Hi Bricktop, It's still alive, I'm just going pretty slow at it due to my day job and all. I have a handful of bug fixes and documentation I'd like...