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* basic setup for imgui
* try to fix workflows
* same fix for mac and linux workflows
* forgot about the debug builds
* in game console using imgui, console commands, wip state and object inspector tools
* forgot to revert this
* use existing console bind to open imgui console, disable opening native console with bind for now
* add recursive option to Character.getList, to include ones in folders for input text suggestions and to fix the character editor command not working with folders
* debug option for disabling imgui multi viewports, disabled by default on linux due to issues
* better way of handling autopause when imgui window is open, add temp f4 bind to open wip inspector and fix debug draw coordinates when multi viewport is disabled
* compile fix for hscript config after foxlite was added
* inspector progress, cleaned up ui, foxlite support, flxobject physics and flxtext properties
* reorganize inspector code, split up properties and gizmo into different classes, wip 2d gizmo thats mostly functional, early setup for 3d gizmo
* dummy commit to update foxlite on action builds
* keybind option for inspector, finished up 2d gizmo
* switch lime branch back to cne branch
* flxtext properties compile fix and set default window pos/size on inspector windows
* hopefully fix imgui autopause issues
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Co-authored-by: Ralty <78720179+Raltyro@users.noreply.github.com>
<strid="legacyMemoryCounter-desc">If checked, the memory counter will show the Haxe GC memory usage and its peak (the original behavior) instead of the working set memory seen in Task Manager.</str>
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<strid="imguiMultiViewport-name">ImGui Multi Viewport</str>
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<strid="imguiMultiViewport-desc">If checked, ImGui windows can be dragged out of the main viewport, disabled by default on Linux due to common bugs and issues.</str>
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