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trial #22
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kaggarwal2010
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trial #22
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Ability assets are loadyed async, instanced and then unloaded.
Some UI work, better async loading, fundamentals of new event system for effects which decouples events from effects, making it possible to replicate only minimal info effect back to clients.
…dule which is sample implementation of ability managment
When effects are removed/expired. Add Removed event for instant effects (for them OnApplied and OnRemoved are called one after another).
…y to WeaponAbility, added functionality to copy values from one attribute set to other
…ntory items serialization/event flow
…d windows client, added base menu widgets, moved secret/key into config file
…ttribute extension class to take context into pre/post virtual functions, fixed clang warning, made AI killable, with HealthExtension class
…update MasterBonesMap and causes modular character to be break in editor/game
…stead by asset pointe
…to instanced and non instanced cues. Also reworking how EffectSpec and Context are created and passed around various systems, to minimize heap allocations, and as few as copies as possible
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I wanted to make a rpg game so I wanted to try some of them oot so if you could allow the pull request