All Rust commits from Facepunch
fix missing sound class and template assignments on space lr300 sound defs 🤔
fixed wrong description on LR300 and space station LR300

attachment updates
Allow multiple animation event receivers to receive events on viewmodels
slight edit to vm lr300 space gun reload anim

showing visible bullet in mag when reloading wip
edited lr300 space world model skinning and created/linked attack anim for it in the animator
space lr300 sounds
rebuilt manifest and skins

adjusted world model emissive values to match viewmodel

added emissive texture to front sight
merge from main
updated vm lr300 space gun reload anim
space lr300 icon and hooked up to item prefab and steam item
updated vm and 3p lr300 space gun anims
updated space station lr300 description
set up lr300 space entity with space gun rig
setup worldmodel prefab for lr300 space gun
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
updated vm lr300 space anims

texture update
Space LR300 - Added emissive sights to worldmodel
Add ammo display deploy fade-in

actually include emissive for alex m

updated textures inc emissive for alex m

update to lr300 viewmodel with right hand mag release
Space LR300 - updated WM and LODs with right hand magazine catch
Space LR300 - updated worldmodel with LODs
edited vm lr300 space anims
exported updated lr300 3p anims
edited lr300 space vm anims and exported 3p reload/deploy anims and linked to new lr300 holdtype controller
Space LR300 - Worldmodel LOD0, textures, material
exported latest space gun vm anims, exported updated rig with skinning fix and created/linked vm cam anims for it
Fixed Update Skin List not generating redirect skins for the LR 300. It needed the hack to workaround its messed up shortname Also fixed the SteamInventoryItemEditor "wrong isRedirectOf" warning
space weapon skin file and steam id - needs fixing to be skinnable yet
merge from main
exported latest lr300 space vm anims

- More updates to glass position (was still flickering in ADS) - Reset scale on viewmodel and added offset to re-factor position change - Ironsight tweaks

positional changes to ammo counter fx added viewmodel camera animator adding viewmodel animator, removed alt anims

set up ammo counter UI to work with viewmodel renderer
Viewmodel prefab changes for ammo display

- New export of viewmodel rig file - Removed stock influences - Re-positioned weapon in source file - Re-set up viewmodel prefab with final model - removed collider on ammo counter glass - Moved UI forward to fix z fighting
Code support for burst mode and low ammo indicators
LCD display & FX.
Cleaned out baked digital counter from the textures.

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LCD related stuff & lighting
Changing lr300 space skin settings to fix splitting of mesh in fbx
Add digital ammo counter

re-set viewmodel rendererer on base weapon