[x] Disable/delay crouching during ground slam animations
[x] Fix hand socket orientations for base animations
[x] Test interaction with water
[x] Fix parenting being lost after leaving water
[x] Test interaction with vehicles
[x] Test interaction with intro sequence
[x] Fix jump charge animation triggering if jump button is held during intro
[x] Fix ability to ground slam during intro
[x] Test loading and saving
[x] Add user config options
[ ] Additional conditional animations
[x] Jump charging for right-hand-only equipment and consumables (too many different left hand animations to tune, not worth it right now)
[ ] Jump charging for no equipment and not sprinting
[x] See if there's a way to disable vanilla arm flailing when falling Make additive animation fade out before flailing starts
[x] Set animation overrides for incompatible equipment
[x] Revert to vanilla on entering falling state while charging (this may be worse than the slightly-incorrect fingers)
[x] Test multiplayer
[x] Fix crash when reparenting equipment in multiplayer sessions
[x] Finalize animations
[x] Retest everything
[ ] Later: Investigate that one random crash that happened shortly after loading in and just moving around AnimSequence.cpp: Assertion failed: SyncPosition.NextMarkerName != NAME_None (see log file)
Jump charging for right-hand-only equipment and consumables(too many different left hand animations to tune, not worth it right now)See if there's a way to disable vanilla arm flailing when fallingMake additive animation fade out before flailing startsRevert to vanilla on entering falling state while charging(this may be worse than the slightly-incorrect fingers)AnimSequence.cpp: Assertion failed: SyncPosition.NextMarkerName != NAME_None
(see log file)