use varuint for writing/reading objectid, total properties and property key in animation reset

objectId, propertykey are definitely written as varuint, not sure if properties total needs to be, but doesn't hurt to have it that way either I think.

I'm not sure if this is everything that needs to be updated. I tried to use `generate_core_runtime` to update the flutter runtime but that made a bunch of changes like unused imports all over the place...

Diffs=
07cbce551 use varuint for writing/reading objectid, total properties and property key in animation reset (#7510)

Co-authored-by: Arthur Vivian <arthur@rive.app>
Co-authored-by: Hernan Torrisi <hernantorrisi@gmail.com>
diff --git a/.rive_head b/.rive_head
index 853c915..2cc5458 100644
--- a/.rive_head
+++ b/.rive_head
@@ -1 +1 @@
-f9b1e8ec2ff7960990f87ef855c669f6a4a86b1d
+07cbce5511e451396513f9d092a72193d41844f5
diff --git a/include/rive/animation/animation_reset.hpp b/include/rive/animation/animation_reset.hpp
index 6be0c99..b501a83 100644
--- a/include/rive/animation/animation_reset.hpp
+++ b/include/rive/animation/animation_reset.hpp
@@ -21,8 +21,8 @@
 public:
     AnimationReset();
     void writeObjectId(uint32_t objectId);
-    void writeTotalProperties(uint8_t value);
-    void writePropertyKey(uint8_t value);
+    void writeTotalProperties(uint32_t value);
+    void writePropertyKey(uint32_t value);
     void writePropertyValue(float value);
     void apply(Artboard* artboard);
     void complete();
diff --git a/src/animation/animation_reset.cpp b/src/animation/animation_reset.cpp
index 87b906a..2faf0d5 100644
--- a/src/animation/animation_reset.cpp
+++ b/src/animation/animation_reset.cpp
@@ -8,9 +8,9 @@
 
 void AnimationReset::writeObjectId(uint32_t objectId) { m_binaryWriter.writeVarUint(objectId); }
 
-void AnimationReset::writeTotalProperties(uint8_t value) { m_binaryWriter.write(value); }
+void AnimationReset::writeTotalProperties(uint32_t value) { m_binaryWriter.writeVarUint(value); }
 
-void AnimationReset::writePropertyKey(uint8_t value) { m_binaryWriter.write(value); }
+void AnimationReset::writePropertyKey(uint32_t value) { m_binaryWriter.writeVarUint(value); }
 
 void AnimationReset::writePropertyValue(float value) { m_binaryWriter.writeFloat(value); }
 
@@ -28,11 +28,11 @@
     {
         auto objectId = m_binaryReader.readVarUint32();
         auto object = artboard->resolve(objectId);
-        auto totalProperties = m_binaryReader.readByte();
-        auto currentPropertyIndex = 0;
+        auto totalProperties = m_binaryReader.readVarUint32();
+        uint32_t currentPropertyIndex = 0;
         while (currentPropertyIndex < totalProperties)
         {
-            auto propertyKey = m_binaryReader.readByte();
+            auto propertyKey = m_binaryReader.readVarUint32();
             auto propertyValue = m_binaryReader.readFloat32();
             switch (CoreRegistry::propertyFieldId(propertyKey))
             {