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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Kamron Batman 2023-07-27 21:44:06 -07:00 committed by GitHub
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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
private static long _tickCount;
// Don't access this from other threads than the game thread.
// Persistence accesses this via AfterSerialize or Serialize in other threads, but the value is set and won't change
// since the game loop is frozen at that moment.
private static DateTime _now;
// For Unix Stopwatch.Frequency is normalized to 1ns