All Rust commits from Facepunch
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
exported updated helicopter reardoor idle anim
exported updated motorboat sit anims
exported updated 3p ejector seat idle anim
beach chair 3p idle anim exported
edited minicopter 3p anims
Force the player model to play the deploy animation when switching between entities that use planners
Updated held positions for all guitars + bass
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
exported minicopter 3p idle anims and edited left hand ik target in entity
Skin pass for vagabond jacket
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
Added mount pose tooltips and headers in the BaseMountable inspector
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses Set to false by default, enabled for rowboat and steering wheel
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
set 'mounted animation speed' to 1 in chair.icethrone prefab
exported ice throne 3p idle anim and enabled 'force idle animation' tick box in chair.icethrone prefab
Skinning update for wood armour gloves
exported updated 3p bone knife anims
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
exported updated 3p bone knife anims
Setting up burstcloth and skinning for ghost sheet
updated planners and wallpaper 3p run anim
updated planners and wallpaper 3p anims/override controllers
Cap mask updates, material tweaks
Initial hair work, set up for average skin set collection so not available by default (part 2)
Initial hair work, set up for average skin set collection so not available by default (part 1)
Fixing outbreak sprayer skinning and prop joint position

minicopter ik target updates
Updating burst cloth for Dracula cape
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script

Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
set vampire stake entity to use r prop, zero'ed weapon root and set holdtype to bone knife
set m15 entity to use r prop, zero'ed weapon root and set holster position
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
Ballista right hand IK now reflects rotation Updated right hand IK target on static and mobile ballista
Remove the ShieldHeldEntityOffset component from the python Add ShieldHeldEntityOffset to HCR
Skin pass for tiwtch underwear
Moved legacy hair to it's own folder
Added average female skin set Added average female skin set collection for debugging
Fixing outbreak scientist setup
Player seed updates

updated ballista ik hand positions
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match