This PR disables handTouch.js.
handTouch.js allows the fingers to animate on the surface of an object.
However, it can sometimes detect collisions with walls or tables when the avatar is standing next to them.
We will more properly fix handTouch.js in a future PR, but for now we will disable the functionality.
Also, a small bug fix was made to the Rig to prevent the idleOverlayAlpha from exceeding the 0.0 to 1.0 range.
This can cause the fingers to bend incorrectly for a moment.
Also, three new items were added to the Developer > Show Animation Stats panel.
* Joint Override Count: displays the current count of joints that are overriden by MyAvatar.setJointRotation() JS API calls.
* Flow: displays if flow is active of disabled.
* Network Graph: displays if the network anim graph, used for teleportation, is enabled or disabled.
https://highfidelity.atlassian.net/browse/BUGZ-154
Sitting and standing modes work even in desktop mode.
We were inadvertently checking for HMD Mode instead of if the head was valid.
* A change was made to the ViveControllerManager to return head poses in the correct standing universe when in desktop mode.
* The default sensorToWorld matrix in desktop mode is similar to the one returned by the system for Vive and Oculus sensor frame; y = 0 is at floor level.
* Sitting mode, walking mode and recentering flags are now visible in the AnimStats.
* During a state machine interp the previous state now shows up in AlphaValues panel, with parentheses around the name.
* Added 3 new fields
* Position - in world coordinate frame.
* Heading - the facing angle in the world corrdinate frame.
* Local Vel - the velocity of the character in the local coordinate frame. (left, forward, up).