Resource packing
 - Add support for zlib compression/decompression
    - There should be a generic comp/decomp class, and it can get assigned to ResourceManager
    - When loading a file ResourceManager will check if it is compressed and uncompress if needed
    - When saving user can specify if the file should be compressed
    - Audio, image or video compression can be handled per file basis and their comp/decomp is done in their special managers and shouldn't be handled by resource manager
       - But this means they will decompress on core thread? Not if I do it in "initialize()" method.
 - Add support for ResourceBundle-s. They contain multiple resources and are natively supported by ResourceManager
   - They have RTTI and can easily be serialized/deserialized
   - ResourceManager must be able to load/unload individual files from the ResourcePack
 - Resource bundle manager - Editor window
   - Allows you to create resource bundles by dragging in resources
     - Each dragged in resource also includes all of its dependencies
       - Including a level will include all resources needed for that level (Think Unity Build manager but more customizable)
     - Normally you only need one resource pack but if you want a streaming game where stuff gets downloaded from the web (for example) you can split it
       into smaller packs.
  - Displays detailed information for all included resources, including file sizes and dependencies
  - Allows you to select compression settings per bundle