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fix(UXAssist): start late-discovered mod features
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@@ -10,12 +10,12 @@ namespace UXAssist.Common.ModFeatures;
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/// <remarks>
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/// <para>
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/// <strong>Timing contract</strong> (same as <see cref="IModFeature"/>): <c>Init</c> runs eagerly at
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/// discovery time, synchronously inside <see cref="ModFeatureRegistry.Discover"/>, during the
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/// registering mod's BepInEx <c>Awake</c> phase — before the game scene loads, before any plugin's
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/// <c>Start</c>. This is the phase where early setup that must precede game initialization (e.g.
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/// keybind registration) must run. <c>Start</c> runs once during the host mod's (UXAssist) <c>Start</c>,
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/// after all mods' <c>Awake</c> have completed. The per-frame methods are called by UXAssist with at
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/// most one invocation per frame.
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/// discovery time, synchronously inside <see cref="ModFeatureRegistry.Discover"/>, normally during the
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/// registering mod's BepInEx <c>Awake</c> phase. This is the phase where early setup such as keybind
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/// registration must run. A late-discovered feature can initialize after the host lifecycle has begun.
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/// <c>Start</c> runs once during the host mod's (UXAssist) <c>Start</c>.
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/// If a feature is discovered after that lifecycle has already begun, the registry starts it immediately
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/// after <c>Init</c>. The per-frame methods are called by UXAssist with at most one invocation per frame.
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/// </para>
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/// </remarks>
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[AttributeUsage(AttributeTargets.Class, Inherited = false)]
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