0.8.17.32931 - More additions to avatar anchors and lots of bugfixes
New Features:
- Added "MultiUserAvatarAnchor" which supports dynamically generating anchors for multiple users (e.g. multiple users being able to sit on a long bench or in a circle without having to put a bunch of explicit anchors there)
-- It requires a template avatar anchor that will be spawned for each user
-- It also requires a point snapper reference, which will snap the spawned anchor in certain pattern based on where the user is pointing at (e.g. on line or in circle). Use components from Transform/Snapping.
-- You can configure maximum number of users and minimum distance they have to be from each other in order to snap
- Added LogiX nodes for working with avatar anchors
-- AnchoredUser (gets currently anchored user)
-- AnchorUser (anchors user to a particular anchor)
-- ReleaseUser (releases currently anchored user)
-- AnchorEvents (fires events when user is anchored or released)
-- AnchorLocomotionData (provides anchored user's locomotion inputs)
- Added automatic feet & hips calibration for full body avatars (you might still want to tweak it, but it should at least provide a base)
-- Existing avatars will be automatically calibrated if they haven't been before or if their calibration significantly differs from automatic one (e.g. pelvis twisted backwards)
-- This fixes full body avatars not always working correctly with avatar anchors (e.g. seats)
- Added "Highlight" property for avatar anchors, which allows showing a visual when user hovers over it
- Neos will now ignore bones with "" anywhere in their name when detecting humanoid rig configuring the IK system (based on feedback by @KierDran )
- Added "DestroyOnUserLeave" component (under Transform)
- Added "AvatarAnchorDestroyOnRelease" component
- Added "Normal" property to SnapCircle, allowing to change its orientation
Bugfixes:
- Fixed avatar anchor crumpling the avatar on exit when the user has trackers that are not tracking (their state would get locked
- Fixed being able to use "Jump" in the session dialog when the locomotion is suppressed (e.g. when using the avatar anchor) (reported by Iforgotwhosorry ;_; )
- Fixed avatar anchor keeping the body visually anchored for other users after exiting the anchor, when the anchored user doesn't have any trackers (thanks to @H3BO3 for help with diagnosis)
- Any leftover debug visuals are now automatically cleaned up for an user who just left
- Fixed exception in DroneCamera when no points are gathered for framing
- Tweaked SteamVR controller/hand tracking status fetching to hopefully fix issues with loss of tracking (reported by @Groxxy and @Hayden )
- Only one warning will be logged for meshes with invalid bounds, to prevent spamming the log due to repeated updates and dropping performance. This logging information now also includes snapshot of the component state
- Added input sanitization to BevelSoliStripeMesh
- Fixed occasional exception when saving worlds into the inventory (discovered in log from @RaccoonRezillo )
- Fixed exception when using the "Jump" function and one of the users is currently missing a root in the world (discovered in log from @RaccoonRezillo )
- Tweaked grab-destroy mechanics and lookups, to avoid components on the avatar interfering with grabbed objects (e.g. destroying certain objects destroying the whole avatar or dynamic bone chain on certain parts of avatar preventing grabbed objects from being destroyed (reported by @Hayden and @{MAXKZR} ) )


