Backport latest texture manager changes from Valve, hopefully managed to not stomp our own additions & fixes
disalbe these asserts for now
CTextureManagerBase::AllocateResource race condition fix - set the ResourceHandle->Data mapping as soon as SetFinalResourceData is called
> When loading / reloading textures, the handle can be null instead of the new texture when the async work starts, causing the load to make crazy things happen
Try suppressing resource manager frame boundary work during an IProceduralLayerRenderer - this seems to fix resource loads within render hooks in game mode... but not tools mode