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* Refactor / update init_faf.lua Improves overall code style and removes directly loading in of ui-related textures. * Load preference file during initialisation This allows us to send data to blueprints.lua * Add a todo * Load icon config from mod_icons.lua and send it to preferences * Make sure all blueprint ids are lower case * Finish pipeline for custom icon loading - they're not working however * Load in only custom strategic icons from active mods * Finalize icon loading * Broadcast the launch event again * Update init_faf.lua for custom icon support * remove dev files * Allows a script-based approach to determine id -> icon table * Pass list of icons in the ui mod for backwards compatibility * Update changelog * Update changelog * Add space in changelog * Find custom strategic icons after all blueprints have been loaded * Small change for performance * Add fail safe in case people use capitalized blueprint ids * Add speed2 as contributor for another PR * Update init files for dev and other features branches * Add more extensive error handling In particular, a lua parsing error does not appear to stop executing and therefore it not caught by the pcall we used. Instead, we're now checking if either values that we expect are set and if none of them are then we expect something to be at odds. * de-capitalize speed2 * Add functions on suggestion by Balthazar
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