OgreMeshAsset: Support manual LOD levels. These will reference a outside file as the LOD mesh. Resolve the ref (most likely relative to the parent mesh) and mark them as dependencies. Loading works and the runtime mesh swapping also works. Only thing is that iterating the LOD levels the first time will produce ugly error prints, as we could have not pre loaded the needed lods because we dont know the ref yet. Doh, maybe something we could fix in our fork for Ogre::Mesh::getLodLevel(ushort index, bool forceLoadManualMeshNowPlease = true) and call with false.