* split out materials scan from injection of materialInfo into objects
* added material Asset injection into list of assets at scene level
* related tweaks & cleanups
* continued overhaul on the bevy side
* removed/ obsoleted blueprintsList
* now using AllAssets (meh naming)
* modified example & internals to enable loading levels as Blueprints as well
* internals quite messy for now, needs a big cleanup still
* disabled materials library for now, needs to be overhauled to make use of asset logic as well
* added more mock assets for testing
* related changes to blender & bevy side
* added extraction of local/all (wip) assets into auto export
* added injection of LocalAssets & AllAssets (unsure)
* related tweaks & experiments
* also cleaned up asset ui for external assets
* started updating the bevy integration tests
* main/library/nothing is now an enumProperty on scenes themselves
* main/library scene listing is a dynamic property of the Blenvy core class instead of CollectionProperties
* this means that removing / renaming scenes using the normal blender workflow automatically changes things for Blenvy as well !
* overhauled & simplified main/library scenes ui accordingly
* same for all the code that needed access to the main/library scenes
* added main/library scene NAMES computed property for convenience
* fixes & experiment to auto export
* added support for "always export" functionality for blueprints & levels
* fixed issues with asset management
* fixed issues with tracker
* more ui improvements (display of the number of assets etc)
* a lot more minor tweaks
* node trees are now using the same logic as other types
* cleaned up & restructured code accordingly
* added more failure handling for project serialization & diffing
* experimenting with ways to deal with scene renaming
* minor tweaks
* manual tests are coherent, and allow for very fine grained changed detection, yeah !!
* overhauled generic_fields_hasher_evolved a bit
* fixed/ resolved issues with parameters handling for materials vs modifiers
* related minor tweaks & fixes
* rewrote & cleaned up material handling, seems to work well !
* attempts at unifying parsing of geometry/shader node parsing seems to lead to geometry node parameter changes not being dected
* wip
* finished & cleaned up modifier deep scan: works well !
* now toggleable via a setting
* same for the deep scan for materials
* rewrote the very messy materials scan, with a much improved generic_fields_hasher
* still need to add back an improved material node tree serializer
* fixed overhauled, cleaned up and improved settings change detection
* serialize_scene now generate a hash per object instead of keeping the details (useless)
* changed handling of gltf settings, so that only the actual non default, changed settings are saved
* a ton of minor changes & cleanups to get export working correctly: it works !
* started adding materials_in_depth_scan (wip) to be able to control more detailed (but costly) materials diffing for change detection
* migrated gltf settings handling to the new "generate_complete_settings_dict" helper
* tweaks/fixed to the internals of that function to get the actual correct data
* minor related tweaks & fixes
* restructured component settings to be used instead of the registry
* removed settings from registry
* fixed data access for the above
* added saving of component parameters
* added component settings pointer in blenvy core
* added loading of both auto_export & component settings in blenvy core's load_settings