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