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