Implement scene save/load for editor and runtime.
Editor JSON (.gscene) uses Utf8JsonWriter for inline component objects.
Runtime binary (.imported) stores marshalled component data with
entity field offset metadata for AOT-safe remapping.
- SceneSerializationService: save from EditorWorld, load into EditorWorld
- SceneAsset + SceneAssetHandler: .gscene import/pack pipeline
- AssetManager.Scene + SceneLoader: runtime binary deserialization
- Scene: [JsonConstructor] + [JsonIgnore] for round-trip
- Component: GetComponentIDByName for editor-side type lookup
- 10 unit tests (save, load, round-trip, unknown comp, invalid version)
Also guard DSLShaderCompiler editor code with #if GHOST_EDITOR,
add GC.SuppressFinalize to EditorWorldService, and switch Archetype
debug fields from #if GHOST_EDITOR to #if DEBUG.
Major refactor of graphics and ECS infrastructure:
- Removed IResourceManager, IRenderSystem, IFenceSynchronizer interfaces; ResourceManager and RenderSystem are now concrete classes.
- Updated all render graph, pipeline, and context code to use concrete ResourceManager.
- Refactored camera/frustum math and render extraction for clarity and correctness; frustum now uses inline arrays.
- RenderingLayerMask is now an immutable struct with bitwise operators.
- Meshlet and meshlet group data structures improved; meshlet build callback signature updated.
- Logging system overhauled: LogMessage is now a class, LogCollection supports change events, and Logger is used directly in the debug console.
- ECS query API: ChunkView.Count renamed to EntityCount; query builder/iterators use VirtualStack.Scope.
- Updated render pipeline and passes for new resource manager and render list APIs.
- Cleaned up obsolete files, improved code style, and updated documentation.
- HLSL meshlet shader updated for new struct layout.
- Debug console now uses new logger and log collection.
BREAKING CHANGE: Public APIs for resource management, rendering, ECS queries, and logging have changed. Interfaces removed; use new concrete types and updated method signatures.