* Step 1. Add new adapter classes and models
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models
* first part of the world entity usage
* almost there
* final part
* update WeenieExtensions
* fix
* merge fixes and improvements
* More code ported from Step 3
* Update WorldDatabaseWithEntityCache.cs
* GetCachedCookbooks(recpieId) -> GetCookbooksByRecipeId(recpieId)
* build fix
* changelog
* adding preliminary support for dual-wielding monsters
* fixing monster special attack fx
* improved monster combat maneuvers table
* adding dual wield speed modifier for mobs
* fixing mobs casting flame wave
* adding support for EmoteManager.CastSpell untargeted spell projectiles
* fixing untargeted Blast spells
* fixing blast spells
* fixing spell z-angle
* re-add Emote.Move* physics position sync w/ valid rotation check
* wip
* latest wip
* cleanup
* small position adjustments
* matching create.Y formula up to retail pcaps
* refactoring spell projectiles
* startPos based on targetPos instead of casterPos for strike spells?
* improved strike spawn position
* add error logging
* add support for peturbation, improve ring positioning for even # of projectiles
* adding /clearcache for content developers
* fixing boost variance
* adding quadrant stuff
* splatter dir
* better usage of body part quadrants for physical attacks
* found CMTs with multiple entries per lookup key, cycle through anims
* fixing portal gems