* Made handControllerGrab eslint clean
* A model overlay is used instead of a sphere to draw equip hotspots.
* The equip hotspot model will grow in size by 10% when hand is near enough to equip it.
* The hand controller will now perform a haptic pulse when your hand is near enough to an equip hotspot.
* Near triggers events will also perform a haptic pulse
This makes it possible to render multiple hotspots per entity.
Also, it will use the same logic to decide how to deal with overlapping entity
equip hotspots.
* Updated grab/equip logic to use sphere vs sphere tests, instead of sphere vs entity bounding box.
* Added debug flag for visualizing grab spheres.
* hotspot overlays are now updated as the objects they are attached to move.
* You can now use the search beam to near grab large objects, as well as the sphere sphere test.
* Optimized EntityPropertyCache to make a single call to Entities.getEntityProperties instead of three.
* Moved grab script options from the "Developer > Hands" menu to the "Developer > Grab Script" menu.
* before this change the releaseEquip message was not getting sent to the bow,
which it would use to re-enable the grab script via the 'Hifi-Hand-Disabler' msg.
* Removed entry into HOLD state via secondary aka grip buttons.
* Changed equip logic to prioritize equip over near over far grabs.
* Added drop gesture, upside down controller + slight shake + trigger press
* Bug fix for near grab snapping to an incorrect offset after a far grab (this bug is present in master)
* Moved the update logic from STATE_NEAR_GRABBING, STATE_HOLD & STATE_EQUIP into the entryMethods
for those states.
* Removed STATE_CONTINUE_NEAR_GRABBING, STATE_CONTINUE_HOLD & STATE_CONTINUE_EQUIP states
This functionality has been moved into the updateMethod for their respective states.
This *should* be a pure re-factor no functionality was changed.
* When trigger is depressed, any entities that are marked with a wearable equip-point
will become highlighted by a wireframe box (temporary art).
* The grab state machine is now defined by the CONTROLLER_STATE_MACHINE object.
this includes each state's name and updateMethod name.
* Support was added for entry and exit methods when changing states, this
functionality is used to draw and delete the hot spots when entering
and exiting the searching state.