* contains both name & path
* also experimented with merging the asset load tracking into BlenvyAssets by adding the fields from the
asset loading tracker & ignoring them/ defaulting them for deserialization
to get the list of assets & preload them
* a tiny bit clunky but works and is somewhat cleaner than the previous "staggered loading" approach
* enables having level load state (could be used for progress information & co)
* modified blueprints spawning to used the new system
* various cleanups & related tweaks
* fixed issues on the Blender side when with the formating of the ron data for assets
* fixed handling of scene gltf_extras
* fixed handling of colors for BlenderBackgroundShader
* added scene tonemapping & scene colorgrading and handling on the Bevy side.
* experimented with exporting ron asset files, updated & overhauled asset file generation, adapted
for blueprints
* various cleanups
* includes components, registry export & blueprints
* overhauled settings / config to match the new structure
* keeping the different sub plugins for now
* cleaned up some of the internals of the blueprints code
* related tweaks & cleanups
* added events to blueprints : for when assets have been loaded & when a blueprint has been spawned (wip)
* various experiments with blueprints
* updated testing to make use of new crate & logic
* tweaked & changed code where relevant
* also added support for the new gltf_xxx_extras in bevy_gltf_components
* animation support needs an overhaul given the extensive changes in v0.14 (wip)
* still a giant mess, but works
* examples not yet updated, will get overhauled
* testing project is now independant from the "common" example code: ie no debug ui, no physics,
no bevy_asset_loader
* testing project WORKS , even without any of the above, so asset loading (even if rough), is functional !
* added VERY rough hierarchy/ components debug to testing project to visualize things
without bevy_editor_pls egui & co
* related tweaks & changes