1.636 Update - neon signs and better deployable Rust accuracy

- Added regular neon signs, no animated ones yet. Might make the neon textures editable like the banner if there's some interest.
- Extracted the placing angle limit for each prefab in Rust. Controls if a part is allowed to be placed at certain angles, like on a wall, roof, ramp, etc. and terrain slope. This should fix most issues with my old system.
- Placing on ramps is enabled now.
- Added more overhang limit checks to almost all remaining prefabs, some smaller parts don't use this. To disable this limitation, check "free place" in placement options.
- Finally cracked a confusing problem where some parts needed more space before placement than after.
Now I'm able to load Rust assets and see these colliders (areas in red). The bounding box is what's used after it's placed and all I had access to before. This system has been replicated and applies to many parts in this update.

- Ramps can be placed higher now when mousing over the middle of a floor/foundation. It follows the orientation of the last edge that was hit.
- Added visuals for auto turret and fireplace range. Reminder that you can double click to keep the range visible without the mouse being over.
- The old Xmas lights can finally be placed the same ways as in Rust. FYI these lights predated what's in Rust.
- Fixed external wooden gate collider offset.
- Fixed wrong copy-paste coffin prefab path.
Happy holidays to everyone out there and thank you for supporting me and the continued work on this crazy endeavor!