Fix multiple proxy animation issues: stale graph Speed collapsing jog into walk, missing slow-walk/jog tiers, and jump takeoff/landing not playing. Key changes:
- Prefer position-derived movementSpeed when animationGraphSpeed is missing/stale (ResolveLocomotionGraphSpeed) and fall back to graph Speed only when it agrees within a tolerance; sender now transmits movementSpeed when local graph read is 0 and TryReadLocalAnimationGraphSpeed falls back to SpeedSmoothed.
- Introduce locomotion tiers (Walk/Jog/Run) with ComputeLocomotionTier and sync ints (iSyncWalkRun/iSyncLocomotionSpeed/iSyncJumpState) to the graph; fire corresponding tier events when starting or changing tier.
- Fix proxy motion application: persist per-proxy velocity and worldDelta so the Update hook does not zero-out controller motion; use measured frame motion to drive animation when network flags are sparse.
- Restore correct jump behavior: fire MT/weapon-compatible jump events for takeoff and landing (JumpUp/JumpStartFrom*/jumpLand/jumpLandTo*), clear bInJumpState on landing and remove the extra proxy-side jump hold so landings exit the jump loop.
- Misc: add constants and thresholds for tier/run/walk/run-land decisions and update logs to include tier labels.
Files updated: plugin/include/F4TProxyAnimationSync.h, plugin/src/F4TProxyAnimationSync.cpp, plugin/src/F4AnimationDescriptor.cpp, plugin/src/F4TProxyPuppet.cpp, plugin/src/F4TProxyActorController.cpp, plugin/src/main.cpp, and docs/dev-log.md.