This refactoring eliminates transient PropertyModel allocations and synchronizes UI data binding directly with the SceneGraph ComponentNode's persistent PropertyNode array. All PropertyDrawers have been updated to consume PropertyNode<T>. Additionally, this commit stages and includes various updates across the engine, graphics, and third-party wrappers as requested.
Refactored shader compilation and resource management systems:
- Introduced `DXCShaderCompiler` for HLSL compilation and reflection.
- Added `BuildFinalShaderCode` method for robust shader code generation.
- Replaced raw strings with `ShaderEntryPoint` struct for shader paths.
- Updated `RenderContext` and `RenderGraphContext` for new pipeline methods.
- Added thread-safe resource management methods in `ResourceManager`.
- Introduced `DXCShaderReflectionData` for shader reflection handling.
- Removed redundant code and simplified `ShaderPropertiesRegistry`.
BREAKING CHANGE: Updated shader and resource APIs to use new structures and methods.