Add local animation graph read-only debug

Introduce a game-thread-only, read-only diagnostic helper to probe local player animation graph variables and (optionally) numeric cache IDs. Adds F4TLocalAnimationGraphDebug.h/cpp with UpdateLocalPlayerAnimationGraphDebug(...) and wires a call into plugin/src/main.cpp immediately after GetPlayerMovementState. The helper probes curated variable names via CommonLibF4 read-only APIs, logs availability/changes, and includes a disabled-by-default numeric cache ID scan (kEnableLocalPlayerAnimationGraphCacheIdReadOnlyDebug = false) due to a reported crash during testing. Update also adds extensive dev-log documentation (docs/dev-log.md) describing behavior, testing notes, and rollback instructions. Build succeeded; manual F4SE in-game verification remains pending.
This commit is contained in:
2026-06-03 12:40:26 +12:00
parent 1aecccefb7
commit 3d301a436b
4 changed files with 1056 additions and 0 deletions
@@ -0,0 +1,23 @@
#pragma once
#include <chrono>
namespace RE
{
class PlayerCharacter;
}
namespace F4T::LocalAnimationGraphDebug
{
// Game-thread-only, read-only diagnostics for discovering local player
// animation graph variables before any proxy visual animation writes.
void UpdateLocalPlayerAnimationGraphDebug(
RE::PlayerCharacter& a_player,
bool a_isMoving,
bool a_isSprinting,
bool a_isSneaking,
bool a_isJumping,
bool a_weaponDrawn,
float a_movementSpeed,
std::chrono::steady_clock::time_point a_currentTime);
}