ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
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@@ -92,6 +92,7 @@
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<Compile Include="Source\Characters\CharacterHUD.cs" />
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<Compile Include="Source\Characters\CharacterInfo.cs" />
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<Compile Include="Source\Characters\AI\ISteerable.cs" />
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<Compile Include="Source\Characters\CharacterNetworking.cs" />
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<Compile Include="Source\Characters\CharacterSound.cs" />
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<Compile Include="Source\Characters\DelayedEffect.cs" />
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<Compile Include="Source\Characters\HUDProgressBar.cs" />
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