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Stat System Redesign (#173)
New stat system implemented to replace the old IStat, IBuff system. What changed: - Replaced old Buff / BuffTimed / BuffStacked / BuffValue model with: - StatId - Stat - StatModifier - StatModifierKind - IStatModifierSource - StatModifierSource - TimedStatModifierSource - StackableStatModifierSource - StatSet - Added layered calculation order: flat, additive percent, multiplicative percent, override, min/max clamp. - Added source categories for buff, debuff, equipment, passive, upgrade, custom. - Added stackable timed sources with max stacks and duration refresh on reapply - Removed drawing concerns from the core stats classes. - Added StatExampleScene - Added SimpleStat.cs
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Examples/Examples.csproj

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<Content Include="../NOTICE.txt">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</ItemGroup>
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<!-- For copying the Resource Directory to the Output Directory -->
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<!-- For regular builds -->
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<Target Name="PackResourcesForDev" AfterTargets="Build">
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Examples/Program.cs

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public static void Main(string[] args)
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{
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//TODO: Check all modes if they work still!
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var gameSettings = GameSettings.StretchMode("Shape Engine Examples");
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var windowSettings = new WindowSettings

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