Fixed object sanity limit for Neversoft PSX being too low, meaning about 4-5 world maps from THPS 1-4 would not load.
Fixed HMD reading matrix translation 2 bytes too early (originally I was dividing by 0x10000 to account for this, but it turns out I was dumb, and the padding really was before the translation, it's just that the translation wasn't divided by anything).
Fixed visuals (like gizmos) not updating correctly because of a faulty check for zero-count mesh builders.
Renamed EntityName, TextureName, and AnimationName all to just Name.
Added Coordinate.IsAbsolute, when true, WorldMatrix will only use the coordinate's local matrix. This is needed for PSX, where transforms have no heirarchy, but hierarchy still exists and should be viewable.
Added ExtractRotationSafe extension method for Matrix3.
Time taken for a scan will now always be logged to the console for debug builds.
A lot of refactoring in PSXParser. Renamed instances of PSXModel to PSXMesh, to keep consistency with other parsers.
Added support for Neversoft PSX LOD levels. In settings.json, changing "advancedPSXIncludeLODLevels" to true will include all different LOD versions of a given model. For THPS, this is mostly a few differences in levels. For Spider Man, many mob characters have 1-2 low-poly variants.
Added support FOR JUST ONE SUBTYPE of Neversoft PSX animation. This is a matrix/translation frame-type animation, and is used infrequently for mostly mob characters and basic props.