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.