Refactor asset pipeline: new registry, loader, and runtime
Major overhaul of asset system: - Split assets into source, .gmeta (JSON), and cooked .imported binaries - Replaced Asset base class; added TextureAsset, TextureLoader - AssetManager now uses job-based, dependency-aware loading - Unified IAssetHandler API; removed legacy handler interfaces - Updated D3D12 allocator and graphics code for new resource model - Improved error handling, memory management, and GPU upload logic - Updated docs and removed obsolete code/interfaces
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@@ -20,7 +20,7 @@
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<ItemGroup>
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<PackageReference Include="Misaki.HighPerformance" Version="1.0.7" />
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<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.5.9" />
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<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.6.1" />
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<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.6.13">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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