Integrate ReadyRoom Special; Add/Fix some base files to make them more moddable

Modding Support Changes
- Add OnGetMapBlipInfo to MapBlipMixin to allow overriding GetMapBlipInfo
- Up kTechIdMax to allow for more entries without exceeding network precision constraints (this doesn't cost more bandwidth, the error/warnings are just extra strict)
- Remove print from BaseModelMixin for a missing viewmodel since it is already handled gracefully

Ready Room Special Mod Changes
- Add new player classes ReadyRoomEmbryo and ReadyRoomExo, both allow ejecting by pressing G
- Add new weapons ReadyRoomBlink, ReadyRoomLeap
- Restrict/Unlock weapons and abilities as appropriate in RR based on what has been earned in game
Fixing ReadyRoomEmbryo collision size, Switch to the CompMod style of modifying kTechData

BuildTechData was getting called before CHUD_ReadyRoom.lua was being loaded, so the changes were not making it in causing jittery movement for ReadyRoomEmbryo's and ReadyRoomExo's

Changed the extents for the ReadyRoomEmbryo to match ReadyRoomPlayer to try to ensure the "giant egg" bug sticks around, and to prevent having the camera clip through walls.
Making it so the unlock status of upgrades are checked when turning into a ReadyRoomEmbryo but not when popping the ReadyRoomEmbryo
Made ejecting from a ReadyRoomExo not create a new entity and destroy it, instead we will just play the explode effect.
Fill kTechId enum with empty values because otherwise network messages suck. We need a better way to do this.
Merge branch 'dev' into dev_ready_room_special
Going back to creating an entity temporarily for the exo destruct sequence because otherwise no sound was being played.