Mob UI, Loot refactor, Rng, raycast mob targeting, death drops

  • Move Loot physics/tick/contact into Loot base class
  • Remove duplicate physics code from EntropyLoot/EssenceLoot/HarmonyLoot
  • Add Mob::Ctor with level, ico; add getHp/getMaxHp/getIco/getLvl
  • Add mob targeting HUD: raycast from eyes, show HP gauge and icon
  • Tint mob icon red/yellow/green based on level difference vs player
  • Add CrystalSanctuaryGuardian death loot drops with scaled tiers
  • Guardian removes itself after death animation via Timer::defer
  • Add Rng singleton with genInt/genFloat/genDbl helpers
  • Replace rand() calls with Rng::inst()
  • Rename Timer::getInst to Timer::inst for consistency
  • Rename getNextLevelXp to getNextLvlXp; rename level field to lvl
  • Add Scene::toAdd deferred node insertion queue
  • Fix scrollbar division by zero when max == min
  • Fix TileView scroll clamping to avoid negative max
  • Change loot scale base from 1.5tier to 2tier
  • Allow Moving layer to collide with Moving (loot vs loot)
  • Add crystal-sanctuary-guardian icon asset
  • Rename isForward/forward to isFwd/fwd throughout
  • Remove test SkMesh added in gameplay
  • Add RayCast/CastResult Jolt headers to pch

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