Some fixes and new content.
- Many changes to settings menus.
- Quality still acts as presets but there is a new one called custom where you can mix settings.
- Changing any presets individual setting automatically switches the quality preset to custom.
- Shadows settings now works and also writes light settings.
- Added Render Scale slider.
- Added HDR toggle.
- Setting Anti Aliasing now works.
- Added new Enemy room.
- Added new objective room.
- Made a new "Glitch" shader.
- Added some props to some rooms, still need to make local prop sets that differ from room to room.
- Reworked elevator panel, might use it for other stuff as well, especially the screen.
- Fixed shadows from flashlights hulling meshes, making them appear like some faces/edges were not attached to the object.
- Added Navmesh Links to some props that players could abuse the AI for. Also made the network procedural level generator activate them once the navmesh baking is complete.
- Deleted old lobby background environment and added a new one based on the modern lab assets.
- Fixed issue with abomination charge gaining bullet like speed when charging and path had navmesh links.
- Fixed issue with seed display. The seed display only displayed the lobby's set seed, if this seed failed to generate (tiles colliding, overlaps) the retry seed was never set to display for the players. This was really a none issue since players now always have the same seed but nice for debugging if something was to happen.