[D11] [UI] Fixed UI_Corner not being compressed. Fixed ControllerButtons sprite sheets incorrectly generating mipmaps. Fixed outOfStock texture incorrectly being sized to 1200x1200. Fixed RepsawnIcons_Sheet not having an asset bundle.
[D11][TUTORIAL] Added Crate drop tutorial. Tutorials can now contain "passive" sub tutorials, that aren't required to be shown (such as you are to cold), You can now set the tip tutorial text show time length via the show text tutorial step, re-enabled the code for baseoven (haven't checked on ps4 but should no longer crash)
[D11] frontend changes wip fix #4; PagedUI no longer automatically opens the first page in the list, probably best not to assume the ordering, and Rust pushes it manually anyway, and it makes it easier to deal with PagedUIs which don't instantly activate, which leads onto the next point - in game code no longer references the frontend (which was crashing since it is no longer loaded then), the options menu and corpse stat panel both simply create their own PagedUI instances. Not really sure why they need this at all since they are both single pages, but I guess it helps should they get more complicated. Some simplifications to PagedUI.
[D11] frontend changes wip fix #3; PagedUI should not have been a singleton, FrontendUI on the other hand should be. This opens up the possibility of creating more PagedUIs (which needs to be done anywhere FrontendUI is currently being accessed in game). Also remove confusing casts that are no longer necessary. Remove references to global UIs when the parent UI can be known locally, makes it much easier to reuse UIs in several places.
[D11] frontend changes wip fix #2; start to unbind UI pages from the global PagedUI (which is really the FrontendUI...classes need some changes). Pages have a reference to the UI they belong to in order to make reuse simpler.
[D11] more wip on splitting frontend from in-game, split off all objects in D11_Frontend.unity which were not really in the frontend's lifetime (actually they are global). Again I've made these all into separate scenes to get some consistency, but it would probably be better to create (for example) a single "GlobalUI.unity" scene which pulls in all the relevant prefabs, and just use the separate scenes for editing purposes.
[D11] more wip on splitting frontend from in-game, use page parameterization better and start to move code out of D11_Frontend as that needs to do a lot less, plus this way pages like "BrightnessContrast" are no longer tied to being used in a specific place.
[D11] more wip on splitting frontend from in-game, move the pop system into the global UI group (had to create a scene2prefab scene for this, just to be consistent with everything else, but as mentioned in previous commit message, maybe it would be better to change them all to just instantiated prefabs depending on test results.
[D11] more wip on splitting frontend from in-game, "uitopbarcarouseldisplay" needs to be a separate scene again in order to be split off into a "global" group with a different lifetime to the frontend. Other components need similar treatment, doing one at a time. We seem to be using scene2prefab and then just using the scene anyway, rather than having a list of scene names we could have lists of UI prefabs to load, just need to do decide on one technique or the other rather than a bit of both, though there's some reason to believe scenes might load quicker than loading a prefab and instantiating it, will have to test both.
[D11] Make it possible to generate the bootstrap codepaths for all platforms supported without having to switch into each platform in turn + some WIP code for splitting off the frontend from the in-game.