The game loads all the images from all the mods (even disabled ones). To make things worse, it does it twice for each Compendium population. These changes fix both of these issues.
In addition:
Element animations now recognize subfolders.
ModManager now keeps all mods' images (instead of each separate Mod having its separate Images property). Two reasons:
It's not possible to retrieve two different images with the same name [in two different mods] anyway [within the current framework] - so there's no sense in keeping both of them, if that happens.
The behaviour of two images "overlapping" (having the same name) was not consistent. Now the one that gets loaded later "overrides" the one that's loaded earlier (thus, mods that are loaded later can "override" images from earlier mods - so behaviour is uniform with JSONs).
In additional addition:
ModManager.SlashInvariant() method ensures that wherever the game stores or tries to retrieve any modded Sprite asset, it 100% uses the same style of slash, regardless of the current system. The only possible thing to afraid of is the additional garbage generated by the string replacement, but my checks revealed no anomalies (which makes sense, since ResourceManager operates on the strings all the time anyway).
The game loads all the images from all the mods (even disabled ones). To make things worse, it does it twice for each Compendium population. These changes fix both of these issues.
In addition:
In additional addition: ModManager.SlashInvariant() method ensures that wherever the game stores or tries to retrieve any modded Sprite asset, it 100% uses the same style of slash, regardless of the current system. The only possible thing to afraid of is the additional garbage generated by the string replacement, but my checks revealed no anomalies (which makes sense, since ResourceManager operates on the strings all the time anyway).