* Add integration test for blendshape sync
* fix: blendshape sync not being processed
This change refactors AnimationDatabase to be part of the same extension
context as the TrackObjectRenames functionality (which is renamed back to
PathMappings). This then allows us to sequence deactivation of this context
to come after blendshape processing completes.
Fixes: #461
* fix: retarget is not performed if rootBone is the only bone to be retargeted
* fix: MeshRetargeter may cause NRE if mesh is null
* fix: MeshRetargeter is not working if sharedMesh is null
* test: add test case for SkinnedMeshRenderer only with rootBone
* test: fix RootBoneOnly test
* test: fix expected and actual
* test: add test for SkinnedMeshRenderer without mesh
CreateAsset, as it turns out, can be extremely slow, particularly when used on Mesh objects.
By adding our generated objects as sub-objects of a container AnimatorController, we can
minimize this overhead.
This branch rewrites the merge armature logic to be both simpler and more reliable. In particular, all components in the merged armature will always be moved into the target armature, eliminating the need for complex and unreliable constraint adjustments. I also rewrite the path remapping logic to be more reliable by tracking actual GameObjects, rather than string paths.
This change fixes a number of constraint-heavy outfits, including:
* https://cloudz.booth.pm/items/3751948
* https://capettiya.booth.pm/items/4424678
It also fixes issues with some more advanced use cases, such as animating transforms on bones that are newly added using merge armature.