Camper gibs setup
Overhauled how we gib conditional objects inside of prefabs:
Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed.
Updated conditional refresh editor button to turn on this new bool for vehicle modules.
Added new SpawnConditionalGibs helper extension to easily use this behaviour when required.
Updated both Ice walls, easter egg projectile and candy projectile with new system