Add AssetBundleManager and resource loader patches - #6
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Autobuildtest, neat.
Initialize and wire up two new item systems. Base.GamePlugin now initializes WorldPrefabManager and CraftingInjectionManager (with startup timing logs). Added CraftingInjectionManager which lets mods inject items into vanilla crafting lists via a Harmony postfix on inventory_ctr.GetCraftList; insertions are idempotent and support inserting after a specific item. Added WorldPrefabManager which allows registering AssetBundle prefabs for world-placeable items (keyed by item id or World_obj_path) and patches both overloads of ResourceControl.AsyncInstantiateWorldObjectPrefab to supply mod prefabs, instantiating cached assets safely. Includes simple reset/initialize helpers and Harmony patches to integrate with the game.
Add world prefab and crafting injection managers
Introduce AssetBundleManager/ModBundle to register plain (non-Addressables) asset bundles from bytes or embedded resources, stage them to disk, load asynchronously and preload/serve prefabs and sprites. Add Harmony prefixes (Assets.Patches.cs) that intercept ResourceControl loader entry points to route prefab/sprite requests to registered mod bundles by full asset key or item name. Update Base.GamePlugin to initialize the new AssetBundleManager and add required usings. Remove the legacy Items.WorldPrefab.cs implementation in favor of the new, more generic bundle-based system.
Add out, .git, and /.vs to .gitignore and remove committed Visual Studio workspace/cache files under .vs (DesignTimeBuild, FileContentIndex, v18 DocumentLayout and backup, .suo, .futdcache, ProjectEvaluation binaries). These IDE-specific files are not needed in source control and are being cleaned up.
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Introduce AssetBundleManager/ModBundle to register plain (non-Addressables) asset bundles from bytes or embedded resources, stage them to disk, load asynchronously and preload/serve prefabs and sprites. Add Harmony prefixes (Assets.Patches.cs) that intercept ResourceControl loader entry points to route prefab/sprite requests to registered mod bundles by full asset key or item name. Update Base.GamePlugin to initialize the new AssetBundleManager and add required usings. Remove the legacy Items.WorldPrefab.cs implementation in favor of the new, more generic bundle-based system.