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Fix loading of 3D large textures with baked mipmaps
3D textures with a depth = 128 and 7 mipmaps would exceed the maximum allowed of 256 slices (128x7 = 896) Increasing the hardcoded limit in QueuedImage would make each instance too big, therefore changed the code to use bitset64 which handles the limits dynamically via an additional indirection and allocation Additionally, further enhanced cbitset64 To avoid hurting build times, OgreBitset.h now requires including OgreBitset.inl in the cpp file, instead of the header
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