fix: Overhauls champion titles & codegen champion system (#1430)
## MAJOR CHANGE Added a champion title system to facilitate the existing champion titles. This should make it easier to extend or create other related game content. Champion titles will be saved in a folder called _ChampionTitles_. ### Motivation The motivation to refactor was two-folder, but mostly related to performance in two ways. First, every player had a ChampionTitleInfo object with an array of ChamptionTitleInfo. We want to eliminate the need for this information unless a player actually uses it. This should save a considerable amount of memory. Second, to facilitate the atrophy mechanic, the champion titles would run atrophy post-world save, adding to the time that the server is frozen. Eliminating this post-world save side effect unlocks our ability to further optimize the world save process since there are no direct side effects. ### Bugs fixed - [X] Fixed titles getting cut off on the paperdoll - [X] Fixed champion title not displaying overhead (OPL) ### Screenshots <img width="216" alt="image" src="https://github.com/modernuo/ModernUO/assets/3953314/8916f895-8d68-4fb0-892e-108a0c43be90">
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44 changed files with 3028 additions and 2785 deletions
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@ -126,8 +126,6 @@ public static class Core
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private static long _tickCount;
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// Don't access this from other threads than the game thread.
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// Persistence accesses this via AfterSerialize or Serialize in other threads, but the value is set and won't change
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// since the game loop is frozen at that moment.
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private static DateTime _now;
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// For Unix Stopwatch.Frequency is normalized to 1ns
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