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Make some asset loading functions monomorphic
This reduces the size of executables when using bevy as dylib by ensuring that they get codegened in bevy_assets instead of the game itself. This by extension avoids pulling in parts of bevy_tasks and async_task. Before this change the breakout example was 923k big after this change it is only 775k big for cg_clif. For cg_llvm in release mode breakout shrinks from 356k to 316k. For cg_llvm in debug mode breakout shrinks from 3814k to 3057k.
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