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ModuleMan Refactoring and Improvements #8

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Refactors a buncha stuff, simplifies PresetMan by moving stuff to a new ModuleMan. Allows runtime enabling+disabling of mods, though likely needs a little extra work.

MaximDude's work

MaximDude added 30 commits July 13, 2023 05:51
… and shouldn't be exposed

Modules are (currently) either loaded or not (if disabled via mod manager)
Can't allow some bullshit module that is either outside the Data/Mods directories or hidden inside another module to be loaded like this and possibly break all the shit
…Module::CreateOnDiskAsUserdata

Don't need this exposed to all the things, ModuleMan mans the modules
Abort if the userdata modules failed to load so this doesn't screw us at some point later
…on demand

Demand is literally in one place when texturizing terrain
Fixes my stack overflow lel AAAAAAAAAAAAAAAAAAAAAAAAA
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Before merging this I want to potentially look at making some of the changes deprecated instead of entirely breaking (or at least adding support to Trez's tool to automatically update this), and also investigate why GetOfficialModuleCount was removed.

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