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- ImGui support working
- Not much else working

Also enabled c++20 support
- Better detection of mq and eq directories
- Load paths from MacroQuest.ini
- Refactor logging
- Add persistence of window location
- Add viewport to better support window docking
- Windows are not fixed anymore, will need to work on default docking
  layouts.
- taskflow for parallel tasks
- entt for entity component system
- meshoptimizer for optimizing meshes
also particle stuff but its woefully incomplete
- Some additional impl on animation, bones, hierarchies, actors,
  particles, etc
- Kept running into issues trying to plumb resource manager through
  everything, so broke it out into a global. Not a huge fan, but having
  access to it every time an object needed to be created was starting to
  be a burden
- Split eqg terrain data loading into eqg_terrain_loader.
- Created a "global data" manager for things that need to be loaded from
  external config files.
- Creates actors and adds them to entity registry
- Pulls collidables from entity registry and adds them to collision mesh
- Adds a bunch more to eqglib
- Fixes a bunch of issues
split area component from convex hull component
in 64-bit this struct was getting aligned to 8 bytes anyways due to the
rcSpan pointer.

Extending this from 13 to 29 bits fills the empty space without changing
the size of the span, and more than doubles the height reach.
Renamed from scene hierarchy
@brainiac
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test

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@brainiac
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test

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