* typo fix
* WorldObject Position/Cache cleanup
The positionCache (formerly named Positions) should only be referenced by the Get/Set/Remove functions.
Furthermore, on save, we make sure that the positions in the biota have the latest up to date values from the cache.
We must do this because we don't wrap Positions like we do attributes/skills/vitals.
* ACE.DatLoader BinaryReaderExtensiosn cosmetic
* WorldObject Obsolete Model Properties removed
* Remove Player.SetCharacterPosition()
* Important summary regarding setting positions
/// !!! VERY IMPORTANT NOTE REGARDING SetPosition !!!<para />
/// Position objects are reference types. Lets say you want to create a new object and give it the location of a player,
/// If you do LandscapeItem.SetPosition(PositionType.Location, Player.Location), you've now set the Location position
/// for both the player and the LandscapeItem to the same exact object. Modifying one will affect the other.<para />
/// The proper way to would be: LandscapeItem.SetPosition(PositionType.Location, (Position)Player.Location.Clone())<para />
/// Any time you want to set a position of a different PositionType, or, positions between WorldObjects, you should use the above Clone method.
* Removed unecessary virtual on some properties
* ACE.DatLoader.Tests fix for Animation.
Also includes some ACE.Entity.Position replacements with ACE.DatLoader.Entity.Frame
* ACE.DatLoader Scene converted
Also made all the ReadFromDat code more generic/copyable
* ACE.DatLoader Palette converted
* ACE.DatLoader: PaletteSet converted
* ACE.DatLoader: CombatManeuverTable converted
* ACE.DatLoader PhysicsScriptTable converted
* ACE.DatLoader SpellComponentTable converted
* ACE.DatLoader misc cleanups
* ACE.DatLoader Surface converted
* ACE.DatLoader much more progress
* ACE.DatLoader: XpTable updated
* ACE.DatLoader physics and environment using new unpack pattern
* ACE.DatLoader ContractTable updated to IUnpackable
* ACE.DatLoader EnvCell refactored to new IUnpackable
* Update PackableExtensions.cs