* cleanups to dynamic/static object detection
* filtered out MaterialInfos from "fixable" Components
* will now attempt to inject actual component for materialInfos
* if it fails, falls back to previous custom property logic
* added ability to disable ui for certain components
* added display of "internal" components
* internal components such as MaterialInfos are now viewable but disabled (non editable) for more clarity
* experimenting with auto_reload of registry if missing (wip)
* minor tweaks
* now correctly handling multi material meshes that have more materials in their slots as there are actual
materials applied
* per-blueprint materials are now correctly inserted/updated even when there are no material changes (ie cases where
the ordering of slots etc is changed on a mesh)
* conditions for trigerring exports of levels & materials are more coherent and exports are now trigerred on export setting
changes (as they should have been !)
* minor cleanups
* modified materials detection & export accordingly
* modified material paths & co accordingly (all much simpler !)
* modified assets_scan helpers to also include material assets
* modified & massively cleaned up BlueprintAsset injection
* further cleanups & fixes for materials handling
* also removed a lot of obsolete code dealing with assets
* ever more cleanups !
* relying on the fact that the mesh-per-material generated by the gltf exporter is deterministic:
ie always uses the ordering of materials in an object
* added new component MaterialInfos (plural) with a vec of MaterialInfo's
* modified how materials per object are gathered on the Blender side
* and modified the processing on the Bevy side to also use the ordered approach
* seems to work well so far !
* changed blenvy.component_add operator to be useable in scripts
* experimented with using the above to add MaterialInfos as normal components
* cleaned up & changed info output from auto_export steps
* minor tweaks
* fixed missing internals
* fixed/changed logic of finding existing material files
* minor related fixes
* likely last set of fixes with current materials system before switching to one material file per material
* added a fix for BlueprintInfo path issues on non posix platform by replacing specific
os.path.join calls with posixpath.join ones (blueprint info paths, export_path, material_path etc)
should hopefully solve spawning issues on Windows
* restructured & improved materials export: now uses same logic as blueprints, with seperate determining of
what materials changed & the export itself
* minor tweaks
* fixed issue with parenting due to Blender's very weird matrix_parent_inverse ... solves all issues with children of empties
blueprint instances within blueprint instances etc having the wrong transforms in some cases
* fixed bad gltf format propagation: semi ok solution, but a cleaner one would be better
* added additional custom properties to the blacklist , level/blueprint exports are now using the one in the constants
instead of a local copy
* minor tweaks & cleanups
* 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