It was possible for the render thread to iterate over a map while the main thread mutates the same map.
This could have led to memory corruption and crashes.
To fix this we make a copy of the collection and pass the copy to the lambda that executes on the render thread.
* In HMD mode head orientation and position is set.
* When not in HMD only orientation is set, position should
default to the underlying pose position.
* Now always works, regardless of whether or not Rig or AnimGraph animations
are enabled.
* Changed joint radius to 1 cm.
* Changed xyz axis length to 4 cm.
* Debug Draw Bind Pose - used to display the current avatar's bind pose
* Debug Draw Animation - used to display the current avatar's AnimGraph animation.
Currently does not work with old animation so it's only valid when Enable Anim Graph is true.
* Draw Mesh - used to hide or display the avatar mesh.