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Decouple the calculations of TurretOffset and HeightShadowScaling (#2137)
When drawing the shadow of an airborne unit, TurretOffset is applied to
a transformation matrix that has already been scaled for height, causing
the turret shadow's offset to be scaled as well and resulting in a
misalignment with the actual turret image position.
> [!Note]
> Example reproduction steps:
> 1. Duplicate a `[DISK]` unit
> - It flies in the air while its shadow is on the ground, making it
easy to observe.
> 2. Set `ShadowIndex=-1` on both to hide the body shadow
> - Leaving only the turret shadow visible for clarity.
> 3. Apply a `TurretOffset` to one of them to displace the turret by a
certain distance
> - Preferably a multiple of cell distance, e.g., `512` leptons as in
the image below.
> 4. Place both units at the same altitude and separate them
horizontally by the same amount as the `TurretOffset` value. Check if
the two turret shadows overlap.
Before:

After:

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@@ -652,6 +652,7 @@ Phobos fixes:
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- `RealTimeTimers` now support independent gamespeed index values for Multiplayer and Skirmish (by RAZER)
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- Fixed the bug that the upgrade building's power-enhancing effect depends only on its parent building and is not related to the upgrade building itself (by NetsuNegi)
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- Fixed an issue where hover vehicles could not be destroyed after malfunctioning on water surfaces (by FlyStar)
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- Fixed an issue where shadow matrix scaling was incorrectly applied to `TurretOffset` causing turret shadow misplacement (by Noble_Fish)
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Fixes / interactions with other extensions:
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<!-- - Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades (by Ollerus) -->
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