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[Bug] animations using baselib's creature visuals system break when ritsulib is enabled #87

Description

@OceanUwU

Area

Other

Severity

Broken feature

What happened?

when using baselib's ncreaturevisuals system for a character animation using AnimationTree to control an AnimationPlayer, if ritsulib is enabled it stops using the animationtree and seems to directly call the animationplayer

baselib's CustomAnimationPatch.SendTriggerToOtherAnimators seems to not get called whatsoever

Steps to reproduce

  1. make a character visuals scene using animationtree and animationplayer, using xfade transitions between animations
  2. make a baselib customcharactermodel and override CustomVisualPath to point to that scene
  3. play the character and try to trigger an "attack" or "hurt" animation, the animation will play but if ritsulib is enabled the xfade transition will be completely ignored

Expected behavior

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    area/compatibilityCompatibility with game versions, other mods, or runtime environments.area/otherArea is unclear or does not fit existing categories.priority/p1High priority regression or high-impact work.severity/brokenA feature path is effectively unusable.status/in-progressWork is actively in progress.type/bugDefect or incorrect behavior in RitsuLib.

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