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chore: remove texture format param
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CHANGELOG.md

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@@ -9,7 +9,6 @@ This project adheres to [Semantic Versioning](http://semver.org/).
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- Avatar caching location is now changed when running in the Unity Editor it will now be stored in the `Application.persistentDataPath` directory as it already did for builds. However when loading avatars from the Avatar Loader Editor window it will still store them in the `Assets/Ready Player Me/Avatars folder`.
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- AvatarManager and AvatarHandler classes updated so that in the Avatar Creator Elements sample it will re-equip hair when headwear is removed. [#330](https://github.com/readyplayerme/rpm-unity-sdk-core/pull/330)
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- AvatarConfigProcessor updated so that by default if morph targets are not set, it will set it to None to improve file size. [#326](https://github.com/readyplayerme/rpm-unity-sdk-core/pull/326)
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- AvatarConfigProcessor now sets textureType with every request to prevent webp texture the cause downloads to fail. [#326](https://github.com/readyplayerme/rpm-unity-sdk-core/pull/326)
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## [7.3.1] - 2024.10.30
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Runtime/Core/Scripts/Utils/AvatarConfigProcessor.cs

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@@ -42,7 +42,8 @@ public static string ProcessAvatarConfiguration(AvatarConfig avatarConfig)
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queryBuilder.AddKeyValue(AvatarAPIParameters.USE_HANDS, GetBoolStringValue(avatarConfig.UseHands));
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queryBuilder.AddKeyValue(AvatarAPIParameters.USE_DRACO, GetBoolStringValue(avatarConfig.UseDracoCompression));
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queryBuilder.AddKeyValue(AvatarAPIParameters.USE_MESHOPT, GetBoolStringValue(avatarConfig.UseMeshOptCompression));
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queryBuilder.AddKeyValue(AvatarAPIParameters.TEXTURE_FORMAT, "jpeg");
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// TODO: Add later when edge cases are handled.
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//queryBuilder.AddKeyValue(AvatarAPIParameters.TEXTURE_FORMAT, "jpeg");
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return queryBuilder.Query;
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}

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