Fix first-person camera target and paint HUD rebind after networked spawn
Point the first-person camera at the dedicated FirstPersonTarget anchor (eye height) instead of the shared CameraTarget, in both the runtime SetPlayer rebind and the editor ResolveReferences fallback. Rebind the paint HUD to the locally spawned avatar's MeshPainter via a new GameModeManager.PainterChanged event. Since the spawn-on-connect refactor, no player exists at PaintHud.Start(), so the HUD bound to a null painter (no brush masks shown, color/settings were no-ops). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -16,10 +16,6 @@ PrefabInstance:
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propertyPath: GlobalObjectIdHash
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value: 708302045
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objectReference: {fileID: 0}
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- target: {fileID: 4587432968399885263, guid: 97017ed3bb40aff4e885440d9a7336ee, type: 3}
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propertyPath: m_Enabled
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 5384024074013944205, guid: 97017ed3bb40aff4e885440d9a7336ee, type: 3}
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propertyPath: m_Name
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value: Hider
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