* Change MPQ support to be opt-in. Also changes all instances of `#ifndef EXCLUDE_MPQ_SUPPORT` to `#ifdef INCLUDE_MPQ_SUPPORT` to be logically consistent.
* Remove adding compile definition (needs to be done by the port now).
* Implemented shader load and prism
* Bump prism
* Moved shaders to prism
* Fixed some compilation issues
* Fixed windows compilation errors
* Fully ported directx to prism
* Ported metal shader to prism
* Bump prism and fixed metal
* Removed log on metal
* Bump prism and fixed some compilation errors
* Fixed tidy
* Fixed tidy again
* Bump prism
* Bump to fix linux
* Bump prism
* Fixed missing semantics on texClamp
* Bump prism to add include support
* Bump prism to fix missing include
* Fixed tidy
* start getting stuff in place to let ports set default controls
* naming
* sdl buttons
* axis direction to button mapping
* keyboard key to axis direction
* button to axis direction
* axis direction to axis direction
* remove now unused cmake kb mapping stuff
* fix a couple little things
* imgui 1.90.6 -> 1.91.6
* deal with new `ImTextureID` type
in https://github.com/ocornut/imgui/commit/92b94980c69ff3d3d7f5dc30c1c19abfb72db47e `ImTextureID` was updated from `void*` to `ImU64`, which is defined as `unsigned long long` (which conflicts with some implementations of `uint64_t` that have it as `unsigned long`)
* metal?
* metal??
* d3d11?
* change readme to see linux build fail
* fix it (bump from 10 to 12)
* switch back to `void*` by using a patch to modify `imconfig.h`
* Add and implement patch to remove a return in the SDL implementation preventing gamepad update when menubar is closed.
* Incorporate latest Stormlib patch tweak, and apply it to the gamepad patch as well.
* Fix whitespacing.
* builds but doesn't work
* ResourceManager now exposes thread_pool's priority
* Using priority_t type in ResourceManager.cpp
* Removes kitchen sink change
* clean up
* remove reference to extern dir
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Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>