- Allows artists to control texture filtering (point/bilinear/trilinear/anisotropic) on line and trail renderers
- Obsoletes "Clamp" in SceneTrailObject's `TrailTextureConfig` struct, use `FilterMode` and `TextureAddressMode` properties instead. Default config will set anisotropic filtering with "wrap" UV address mode.
- No changes in line.shader, it still uses bindless sampler state. It is assigned from SceneLineObject.cs in `SamplerState` property's setter
* Added ability to bake envmap textures
* Added Scene.Editor.GetSceneFolder() - allows saving baked resources for scene
* Envmaps are represented with a shiny sphere now instead of a handle
* Fixed Enum Dropdown being the wrong color
* Added [EnumButtonGroup]
* Added GroupButtonControlWidget
* Added Editor.EditorSystem (accessible via Application.Editor)
* Can place [Menu] attributes in game code (was previously in tools only)
* Added "Scene/Bake Envmaps" option
* Move AnimDecodeCache lock managed to native
Should prevent crash if cache is accessed concurrently by native and managed at the same time.
* Also pass lock thrugh CalcLocalHierarchyAnimation
* Make sure nested bone merge hierarchies update correctly
* AddPoseOperation skip work when added transform is equal to identity
* SubtractPoseOperation skip work when added transform is equal to identity
* Fast path for BlendUpdateNode when weights are 1
Don't emit expensive pose op just forward the pose with weight 1
* Fast path for Blend2DUpdateNode when weights are 1
Don't emit expensive pose op just forward the pose with weight 1
* Avoid allocation of Actions in MergeDescendants