refactor: introduce asset cooking pipeline and shared library structure

  • Create ‘chef’ utility for pre-processing assets and baking collision shapes.
  • Implement ‘libs/shared’ to house physics and asset processing logic used by both the game and chef.
  • Move asset declarations to shared ‘process-assets.hpp’ for single source of truth.
  • Update MeshAsset to load pre-compiled Jolt (.jph) collision shapes from disk.
  • Integrate ‘chef’ into the main Makefile as a build dependency.
  • Configure ‘coddle’ with a local repository for the new shared library.
  • Update documentation with future plans for boss minions and ability mechanics.

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