fix: respect animation priority and defer cinematic anims until model ready#2
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bump @OmeWillem |
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IStateMachineHandlerpriority slots with an auto-assigned hash-based slot per animation name, so distinct animations stack instead of replacing each other at ModelEngine's default slotpriorityfield onAnimationSettingsand the stop entries to pin a specific slot when needed; non-state-machine handlers keep the original behaviorModelEngineEntity.whenModelReadyand flush them afteractiveModelis initialized, fixing the first-open cutscene race where frame-0 animations were dropped before the deferred spawn runnable fired