This changes how new animations are integrated with the base game's data. All original lists are fully made aware of the new animations by creating the new entries ahead of time and not tying them solely to the UI. Sideloaded animations are identifiable by their dynamic id which is based against Sideloader Unique Slot Ids. By extending the lstAnimInfo of HSceneProc, we also get to leverage koikatsu's list filtering logic, so no need to track category state in the plugin.
Motivation for this change came from a desire to be compatible with AnimationLoader without having an explicit dependency on it for an AI mod I am implementing
This changes how new animations are integrated with the base game's data. All original lists are fully made aware of the new animations by creating the new entries ahead of time and not tying them solely to the UI. Sideloaded animations are identifiable by their dynamic id which is based against Sideloader Unique Slot Ids. By extending the lstAnimInfo of HSceneProc, we also get to leverage koikatsu's list filtering logic, so no need to track category state in the plugin.
Motivation for this change came from a desire to be compatible with AnimationLoader without having an explicit dependency on it for an AI mod I am implementing