Chat Bubble Test
[OVERVIEW] The goal is to test the Chat Bubble Functionality
[SETUP] A large group of Chatting Avatars
 Verify "Mute" mutes chat bubbles
 Verify "Busy" silences chat bubbles
 Can you see the chat of someone behind you?
 Can you follow a conversation in busy areas? (ie. the welcome area or a club)
 Can you easily make the connection between a speaking avatar and what they are saying?
 Verify chat bubbles do not overlap
 Verify long sentences are not clipped.
 Make sure audible chat always shows up in your own chat bubble
 Watch another user chat and make sure their audible text always shows up (chat destined for channels other than 0, for example, shouldn't show up)
 Try disabling chat bubbles in Preferences.Chat/IM and check to see that chat shows up in the console only.
 Chat bubbles should never overlap by more than 1 or 2 pixels.
 Offscreen chat that is within the audible radius should show up at edge of screen in the direction of the source.
 Starting to type and stopping typing (clearing out chat entry editor) should never trigger listen callbacks on nearby scripts.
 Make sure gesture text replacement works with chat bubbles.
 Test chat across sim borders (specifically the "..." for in-progress chat)
 Test chat bubbles in areas with lots of avatars. Should degrade gracefully instead of filling the screen with text.
 Should be easy to match chat bubble with avatar ("arrow" should appear when bubble moves away from avatar)
 Test script calls to show bubble text (BUG: all scripted text is bubble text by default, should revert and add new script call for bubble text)