Major architectural update to graphics/material/shader system:
- Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types.
- Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching.
- Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists.
- Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly.
- Refactored Material, Shader, and Pass data structures for cache efficiency and variant support.
- Pipeline library and PSO management now use 128-bit keys and variant-specific caching.
- Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management.
- Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls.
- Updated all HLSL and codegen for new buffer/push constant layouts and macros.
- Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
Added implicate conversion to Result<T, E> and RefResult<T, E>;
Added new ScheduleChunkParallel in EntityQuery;
Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
Refactored `ArcEntityTest` to use updated `Transform` and `Mesh` components, improving query logic with `GetChunkIterator` and introducing `ForEach` methods for better modularity.
Enhanced `Chunk` and `Archetype` structs with `readonly` properties and memory optimizations. Fixed bugs in memory copy logic and entity relocation.
Improved `EntityManager` with proper disposal handling, added a destructor, and fixed pointer usage in `AddComponent` and `SetComponentData`.
Refactored `EntityQuery` to use `ChunkIterator` and `ChunkView` for better abstraction. Simplified `EntityQueryMask` logic for performance.
Introduced templated `ForEach` methods and `ForEachWithEntity` methods, dynamically generated using T4 templates for scalability.
Added disposal logic for archetypes and queries in `World`. Updated `Program.cs` to include memory debugging setup.
Integrated T4 templates for dynamic code generation and added helper functions for template generation. Updated project file to include templates and generated outputs.
General improvements include enforcing immutability, optimizing memory management, and adding debugging/logging for better traceability.