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Update mode selection, update solver in editor, assign joints manually, bug fix - #8

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sameerahmed99 wants to merge 4 commits into
joaen:masterfrom
sameerahmed99:editor-updates
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Update mode selection, update solver in editor, assign joints manually, bug fix#8
sameerahmed99 wants to merge 4 commits into
joaen:masterfrom
sameerahmed99:editor-updates

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  1. Users can now choose update mode: Update, Late, Fixed or Manual so that they can control when the solver runs (such as for doing some pre and post processing to the ik target's position)

  2. Update in editor: Solver can now initialize and run in editor if the option is enabled by the user

  3. Assign joints in inspector: Users can optionally assign joints manually. This is essential for situations where your hierarchy differs from what EasyIK expects or your joint has multiple children besides the next joint in the chain.

  4. Last joint rotation error: Previously, if the rotation of the last joint did not match the rotation of the ik target, the offset would be incorrect. This is now fixed.

  5. Optional last joint offset: By default, the last joint will now inherit the rotation of the ik target with an option to let it maintain its offset.

  6. Added preprocessor directives to strip editor code from build

- UpdateModes
- Update in editor
- Option to manually assign joint transforms
- Fixed a bug where last transform in ik chain would have wrong rotations if its starting rotation didn't match ik target rotation by changing the order of quaternions in the solver function.
- Made it optional to use offset for the last bone, otherwise override its rotation to match ik target
…mIKTarget, initialize method now exits if ik target isn't assigned instead of generating null ref which causes script to auto disable itself in unity 6
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