Reduced connection data block size.
Previously we allocated a block for each connection. However when an output is reused by multiple connections this lead to duplicates. It also obfuscated which block is actually being used.
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@@ -161,6 +161,9 @@ struct AnimGraphResource : AnimNodeResource {
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std::string m_graph_type_name;
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BlendTreeResource m_blend_tree_resource;
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typedef std::pair<const AnimNodeResource*, std::string> NodeSocketPair;
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typedef std::map<NodeSocketPair, int> NodeSocketDataOffsetMap;
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StateMachineResource m_state_machine_resource;
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void Clear() { m_blend_tree_resource.Reset(); }
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@@ -174,8 +177,12 @@ struct AnimGraphResource : AnimNodeResource {
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// BlendTree
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bool SaveBlendTreeResourceToFile(const char* filename) const;
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void CreateBlendTreeRuntimeNodeInstances(AnimGraphBlendTree& result) const;
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void PrepareBlendTreeIOData(AnimGraphBlendTree& instance) const;
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void CreateBlendTreeConnectionInstances(AnimGraphBlendTree& instance) const;
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void PrepareBlendTreeIOData(
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AnimGraphBlendTree& instance,
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NodeSocketDataOffsetMap& node_offset_map) const;
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void CreateBlendTreeConnectionInstances(
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AnimGraphBlendTree& instance,
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NodeSocketDataOffsetMap& node_offset_map) const;
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void SetRuntimeNodeProperties(AnimGraphBlendTree& result) const;
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bool SaveStateMachineResourceToFile(const char* filename) const;
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