* well boys I fixed it. you can now have Zipped Mods!!!!!
* comment update
* quick fixes + optimizations
* fixed stream audio bug????
* found the issue ffs
* removing traces oops
* fixed videos from not being able to play. Inspired from VideoCutscene's fix for ZIP videos, and also removed that fix in favor for just fixing the issue entirely
* oop just in case no special characters that kill themself on other shit
* Implemented preloading every video (caching) when loading a ZipFolderLibrary.
Since videos have to be decompressed and be saved as a file anyways this reduces the time to do that, and what not.
* [UNTESTED] Allowed Zip Extensions for allowing any extension in the list to be passed as a `.zip`
* After some more testing loading Zip Addons works as well.
* Added the long awaited .cnemod file type!!!!! (it's just a folder with .cnemod with a .zip inside LMAO)
* Chalking up the Streamed Audio Bug to a mod issue, and also added capabilites to detect if a library is considered compressed
* Added warning to those who try to use the editor with compressed libraries
* ok instead of making it a .cnemod, the zip name will be `cnemod.zip` or what not.
* removing unnessesary traces oops
* clean Library accessor ig then
* fixed small issues and removed an idiot idea
* writing todos and fixing some context that left the room in comments
* Fixed an issue where if you had a file of 0 bytes (nothing) in a zipped library it would FUCKING CRASH the game
* Actually fixed the issue of decompressing 0 byte files
Also stopped saving the data for Folders in Zipped files, as they are 0 bytes anyways.
* Added the features that needed to exist, and removed a stupid line I saw in `ModsFolder` lol
For some reason animation offsets for characters are breaking and I can't tell if its my drive killing itself or cne so uh
* fix an issue that will force the game to crash if first ever mod being loaded is a ZipModLibrary
As FlxAnimate didn't have the functionality before, so we have to do the check in FunkinSprite ourselves, as it itself stop's calling the `super.draw();` when it is a `isAnimate`
* peak is happening
<r>RED<r>
* oops
* oops x2
forgot I left a trace when loading up global.hx from `Assets` lol
* **State / SubState reloading broken rn but pushing changes to see if anyone can fix**
* Human... I remember you
<r>disabling reloading substates cuz it broke...<r>
* <y>forgor to edit assets global.hx<y>
* lemme see
* kk
* opa
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Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
KeyModifier somehow returned an int outside of the KeyModifier's range 😭
Apparently there is a boolean that just checks for you called `ctrlKey`.........