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Tuning: added ability to flip rim meshes via UI
Codechanges: * enum `WheelSide` moved from RigDef_File.h (namespace RigDef) to GfxData.h (namespace RoR) * GfxActor.cpp - SetWheelsVisible() - removed redundant code, rim entity visibility is already handed in FlexMeshWheel::setVisible() * GfxData.h - added wheel ID, side and redundant mesh name to struct WheelGfx * GUI_TopMenubar.cpp - fixed prop/flexbody counts, added wheels code. * ActorSpawner: Unified all wheel-visual setup func names to Create*, always passing wheel side as WheelSide. In `CreateFlexBodyWheelVisuals()`, reverted code to use CreateMeshWheelVisuals() again as the setup was incomplete and the rim wouldn't be updated at all. * CacheSystem: added FORCED_WHEEL_SET/RESET actions to ModifyProjectRequest. * TuneupFileFormat: fixed `getTweakedWheelSide()` not querying the UI overrides.
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