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dagobaking - AAF 1.8.1

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Added

- *`matchHairColor="true"` on `addEquipment` gives the added item the wearer's hair colour* (game 1.11.240 only). It applies to items whose material uses the hair colour palette; any other item is left as it is.

- *The animation events report when a scene enters a positionTree exit branch.* `OnAnimationChange` and the other position events carry two new trailing elements: whether the playing branch is an `isExit="true"` branch, and how many seconds it runs before the scene ends — so a mod driving a tree through the API knows when to stop sending input and let the scene finish. (Thanks to InfernalVortex.)

- *New `show_animation_files` setting (off by default) lists the animation file each actor is playing* in the scene window, under the position name, so animators can match a position to its .hkx files (game 1.11.240 only). (Thanks to kziitd.)

Fixed

- *Equipment layers no longer depend on which slot an item is removed through.* The layer check ran only for that one slot, so a body-slot layer never ran under an outfit that is also worn in a hair slot, such as a hooded outfit.

- *A content pack whose actorStat XML names a plugin that is not loaded no longer stalls every scene at "Gathering...".* Such a stat now warns once (`[109]`) and runs without ActorValue sync, and an error inside the lock step cancels the scene instead of leaving it waiting.

- *Stats bound to an ActorValue read the game value at scene start again.* Since 1.5.0 the value read at lock was not unpacked, so a synced stat ran the scene as not-a-number and wrote that back at the end; the value is now read correctly, and an ActorValue that cannot be resolved no longer shifts the values of the stats after it.

- *Untimed overlays restored from a save no longer stack or stick.* Applying the set again takes over the saved overlay instead of adding a second copy, and removing the set removes it. AAF treats any LooksMenu overlay with that template id as its own, including one added by hand.

Changed

- *The equipment manager lists an item once.* An item worn in several slots had a row for each of them, and every row toggled the whole item.

- *An exit branch holding an animationGroup without an authored `time` now plays the stage the group chose, for the loop count it rolled, before the scene ends.* It used to be cut after one loop of the first stage's length, whichever stage was actually playing. An exit branch with an authored `time` is unchanged: that time is exact.

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