New Outfit Piece! - White Buttoned Shirt
LODs and Adjustments / Fixes to the Skinning coming ASAP.
Plus some small adjustments to the police hat textures
Hammer: Set current material from new asset browser on highlight
Defer CKeepAssetCached::ReleaseAsset() until after we're done with the asset in CMapViewDropTarget::OnDrop( ... ) - fixes materials being dragged into the map not applying when they weren't being set to the current material
Replace PhysicsShape.Enable/Disable methods with properties
Replaced with properties that are consistent with ModelEntity properties, i.e. EnableTouch, EnableSolidCollisions, etc., with getters.
Methods are obsoleted.
Fixed precipitation entity being active on spawn even when player is outside of its volume
Added getters to ModelEntity.EnableSolidCollisions and others
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for
Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally
Citizen: LOD2/3 doesn't cull *_lower_* helpers anymore (see commit description)
Previously, *_lower_* helpers were included in the cull list. However, the bone constraints still get computed under the hood, and the influence of those helpers crosses a boundary between different body regions, which could cause a problem: a bonemerged item that includes its own copy of the body meshes (for culling reasons) would still get the constraint applied, but the rest of the original body wouldn't (by virtue of the helper influence having been culled), creating a very ugly and noticeable seam.
Citizen/clothing: posh dress LOD2 remade