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feat: avatar masks (#7462)
* First working iteration of masks * Integrated network propagation of emote masks * Updated tests * Fixed remote client not syncing scene emote until emote was played on remote client * Centralized scene emote prefix and added precomputed prefix span, minor cleanup * Fixed masked emote intentions delayed consume due to movement check and delayed play due to the same reason. * StopEmote restricted action * Fixed race conditions and strengthened stop logic * Cancel emote animation when leaving a scene * Fixed prop animations setup and head IK disabled when playing a masked emote * - refactored character emote system to handle masked emotes as a different CharacterMaskedEmoteComponent - minor fixes * Small changes in CharacterAnimator.controller * Fixed masked emote pause and resume when exiting / entering scene * refactored mask emote handling in dedicated per-scene ecs system * Optimizations and code reuse * Fixed bug with pause/resume of masked emotes when quickly exiting/re-entering the scene * Removed all code related to legacy animations * Missing MaskedEmote.anim.meta * Merged dev and updated masked emote visibility logic to stop when in gliding state * - Modified GetTextureWebRequest.cs to request CPU readable textures through new exposed APIs - Modified glTFast import settings to explicitly request CPU readable textures - Replaced draco dependency as per glTFast recommendation * ktx * Added IgnoreAsyncNaming on GltFastDownloadProviderBase.cs since interface does not follow naming convention * Fixed bug with remote player not seeing masked emote being played if loads the scene after the emote has been triggered * Removed proxies where not needed * Missing generated files * Removed unused controller * Updated protocol dependency * - Fixed masked emote re-triggering on remote clients - Fixed inconsistencies with masked emote state on remote clients * Updated protocol dependencies to latest experimental * - made SCENE_EMOTE_PREFIX_WITH_COLON into a readonly string cast to span only when needed - Refactored TryCancelMaskedEmote to return a bool as expected (removed StopAndResetMaskedEmote too) - Only left messageBus.Send() wrapped in the try/catch - Removed callback from TriggerSceneEmoteAsync and refactored using correct async flow * Updated shared dependencies to main
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