Loot system refactor, 3 elements, physics layers and jolt-cfg merge

  • Add Loot base class wrapping Mesh + ContactReceiver + owned Item
  • Separate Entropy, Essence, Harmony into Item subclasses
  • Add EntropyLoot, EssenceLoot, HarmonyLoot as Loot scene nodes with tiered scaling (scale = 1.5tier, cnt = 32tier)
  • Add Essence and Harmony assets (models and icons)
  • Refactor Player::loot() to accept Loot pointer and stack by name
  • Change secondaryTrig to spawn EssenceLoot ring with varied tiers
  • Add physics Character layer; separate from Moving layer
  • Move Layers, BroadPhaseLayers, and filter impls into physics.hpp/cpp
  • Consolidate jolt-cfg.hpp/cpp and physics
  • Rename NonMoving layer to Static
  • Update character controllers to use Character layer
  • Update static mesh bodies to use Static layer
  • Development in Item: remove optional cnt, add name, tooltip, isStackable
  • Fix item count display: hide label when cnt <= 1
  • Add acronyms-and-contractions.md glossary
  • Mark Entropy, Harmony, Essence todo items as complete
  • Delete autoupdate.sh script

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