Another update focused on fixes, spawning, and general cleanup:
* Cleaned up unused props in level resources
* Fixed dead-unit ignore logic (big slimes should now correctly spawn smaller slimes again)
* Fixed fuel cells spawning behind walls
* Added the Rock Shooter trap to Cavernous Depths
* Fixed Tek Helmet resistance stat
* Golden keys now spawn immediately if a locked chest exists in the level
* Frozen Peaks should now always contain enemies
* Ice arenas can no longer generate completely blocked layouts (max 75% ice coverage)
* Cavernous Depths can now spawn trap-surrounded chests
* Forge should appear closer to the exit in Rainy Road
* Movement system now relies back on the movement system node process instead of the controller
Other changes and ongoing work:
* Marked all POIs
* Added different chest types
* Refactored unit and item spawning in scenarios
* Added ability to dynamically add scenarios to the controller
* Optimized TriggerItemEffectActivationLimits
* Created loot resolver system
* Improved bounce behavior
* Fixed rune item info not showing / reselection issues
* Refactored loot drop component to use resolver
* Regen tick optimization
* Added toggleable trap start-time offsets
More optimization and cleanup work coming next.
