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Using serde for player data saving #24

@ReCore-sys

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@ReCore-sys

Currently we use serde with bitcode for world saving (or at least we will when #23 is merged) but player data is still saved using plain bitcode. This means any 3rd party code (like bevy_math's vecs) must first be converted to a data type we own, which is annoying and won't scale well as player data gets more complex. I didn't add it in the PR that moved the world serialization to serde because I cba figuring out the lifetimes stuff, but have since realized I was overcomplicating it.
This could be implemented as a simple method on the OfflinePlayerData struct that takes in the state and a UUID as an argument. I have left this unfixed as it's not massively important for now and could be a good first issue for people looking to start with the project.

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    enhancementNew feature or requestgood first issueGood for newcomersrefactorSomething isn't right in terms of orgnisation

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