- Add RoomStreamingManager to manage room loading and unloading based on player proximity.
- Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system.
- Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms.
- Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations.
- Implement RoomNode and RoomEdge classes to structure room data and connections.
- Removed StatusEffectEventChannelSO and its associated meta file.
- Updated CreateEventChannelAssets to handle new shield-related events.
- Added CharmModule for managing charm assets in the DataHub.
- Introduced CharmEventChannelSO for charm equipped/unequipped events.
- Changed layer references from "Ground" to "Platform" in various scripts.
- Updated documentation to reflect changes in layer specifications.
- Created new event assets for ShieldBroken, ShieldRestored, StatusEffectApplied, and StatusEffectExpired.