1.9.1
Fixes:
Refactored some code (thanks @Manason)
Fixed issue with crouch/walk styles (thanks @Mathu-lmn)
Adjusted the position of the rake emote
Added sixth value missing for some glowstick emotes
Updated keybind notification (Thanks @enzo2991)
Additions:
canCanel state added (useful for blocking users from cancelling emotes in certain use cases)
New emotes added:
Sunbathe4, Sunbathe5, Sunbathe6, Sunbathe7, mallet, cranialsaw, nailgun, syringe, scalpel, bonesaw, vulture, stickbutterfly, stickhummingbird, doggy, hoe, hoe2, hoe3, hoe4, champw2, champw3, medbag2, beachbag, beachbag2, beachbag3, dufbag2, dufbag3, handbag2, weightsbarbell, weightsbarbell2, weightsbarbell3, weightsbarbell4, weightsbarbell5, weightsbarbell6, weightsbarbell7, weightsbarbell8 (thanks @BackSH00TER and @Scullyy)
New Zombie walk added (thanks @amuyt1)
New Dog emotes added:
bdogbark2, and bdogexcited
Stream replacement of phone and radio props, which are common “carnado” causes, as a lot of scripts will use these animations. This issue is caused when moving between buckets and prop collisions are not properly cleared. (thanks @FalseHope00)
Note: these use the retriever skeleton/anims, which fixes a long-standing “bug” of players using retrievers/dogs that use the retriever skeleton.
For creators/contributors, there are basically 3.5 types of dog variants: rottweilers, retrievers, small dogs (based off pug) and the “.5” is a couple of anims specific to dogs like huskies and other peds, but which share anims from rottweilers and retrievers.




