At the top of "Body" is a collapsed-by-default "Supported Animation" section
This defaults to "Any", but if chosen the assets are restricted
By default, ALL assets are assumed to support the base animations (Spellcast through Watering)
data-animation can be included manually in source_index.html and I did include it for all collapsible categories
If data-animation is not provided, nothing is filtered (however, all generated spritesheets still include this by default; you can only leave the option off in source_index.html)
I even did this for the body types as well; Emotes for example currently only supports Female and Teen because I didn't finish Pregnant or Male for this asset yet due to how late I added it in.
I originally based this on how body type works, with it grabbing the type in the loop. However, it was too slow, so instead I put this outside the loop (made no sense to grab it every time anyway) and its just as fast as before now:
(When getSelectedAnimation() was called every loop it was very slow; adding it outside the loop it was fast again, and I saw no reason to include getBodyTypeName() inside the loop either).
Here's the basics of how this works:
I even did this for the body types as well; Emotes for example currently only supports Female and Teen because I didn't finish Pregnant or Male for this asset yet due to how late I added it in.
I originally based this on how body type works, with it grabbing the type in the loop. However, it was too slow, so instead I put this outside the loop (made no sense to grab it every time anyway) and its just as fast as before now:
(When getSelectedAnimation() was called every loop it was very slow; adding it outside the loop it was fast again, and I saw no reason to include getBodyTypeName() inside the loop either).
This should solve this issue: https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Generator/issues/161