make radiant all enemies use enemy's base radiance as a... well, base (and many additional configuration options!)
BACK-END/INTERNAL/API
improve timing of cheat registration events
Simplify EnemyRadiance.Modifier with a CompositionType enum instead of multiple bools
Add projectile asset prefabs
Overhauls AEnemyType (now EnemyTypeData) by making it a single class
Overhauls asset handling greatly, sorting things into their own singletons and files, and assigning tasks to specific classes rather than a single global Assets class
rename ScenesEvents to SceneEvents and make some event names more (I think) reasonable
rename AEnemyType.ReadableName to EnemyTypeData.DisplayName
rename EnemyPrefabStore to EnemyCloning, EnemyPrefabStore.InstanceStore to EnemyCloneStore, and EnemyPrefabManager to EnemyCloneManager
add Gear (player weapon prefabs) to Assets
add ExplosionRoot monobehaviour
add ExplosionStartModifier
add Shaker3D
add Shaker1D
add image and obj (mesh format) loader for external asset loading
add DebugPrintMaterialProperties method in new AssetInspecting class
add includeFileInfo parameter for StackDebug
add Coincident, CoincidentProject, and Snapped methods to NyxMath
add VelocityTracker
add CollisionCenter property to EnemyComponents
remove ExplosionAdditions
many stability adjustments to EnemyPrefabStore/EnemyCloneStore and friends
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