Fixed stun grenade and homemade flashbang remaining invisible in your hand
1.0.5
Recompiled for v81
Support for Utility slot added
1.0.4
Fixed grabbable enemies showing zeekers collider mesh when dropping them (maneater)
1.0.3
Fixed flashlight visual bug when toggling on and off whilst emoting
1.0.2
Restructured entire project internally
Reserved slot items with duplicate names now prefer slot data that has valid bone data and should automatically ignore reserved slots that have no bone data
So for example, if reserved slot 1, 2 and 3 all had an item named shovel, and reserved slot 2 and 3 had a custom position while reserved slot 1 did not, the game will now ignore reserved slot 1's invalid custom position and use one of the valid custom position entries instead, usually the first valid one it detects
This fixes the odd invisible item here and there
Optimised methods used and started caching
Items in custom positions will no longer overlap one another
This comes with two modes that can be changed in the config, 'FirstPickedUpMode' (default) and 'LastItemHeldMode'
The last toggled flashlight will always have priority in either mode
Made config a bit more understandable and marked slots that have no bone data as .... boneless.......
Added networking to prevent a visual desync across clients
Added HotbarPlus compatibility, specifically to prevent item slot swapping whilst emoting with TooManyEmotes
Added ReservedCustomPosition as a soft dependency via Thunderstore, can be removed if wanted
1.0.1
Fixed gamebreaking issues that would occur without JSON slots installed
No longer dependant on anything other than FlipMods ReservedItemSlotCore
Reworked entire config system
The toggle configs are set up to not do anything if you have purchasable reserved slots on to prevent interference issues