Refactor the ECS component inspector architecture to eliminate per-frame GC allocations (boxing).
- Replace object-based PropertyModel with generic PropertyModel<T>
- Introduce IPropertyModel interface for erased type holding
- Create PropertyDrawerRegistry and ComponentEditorRegistry
- Implement recursive nested struct support in PropertyDescriptor
- Fix EntityDrawer to update text dynamically on sync
- Delete obsolete object-boxing UI bindings
Replaces GHOST_EDITOR with GHOST_SAFETY_CHECKS for debug checks. Introduces IBufferReader and StreamBufferReader to unify buffer/stream reading. Refactors SceneManager.ParseSceneData to support both buffer and stream sources, improving error handling and resource management. Updates usages of ReadMemory to ReadBuffer. Expands and modernizes SceneSerializationTests with async and expressive assertions. Adds ergonomic QueryBuilder methods. Applies minor code style and safety improvements throughout.
- Switch Scene IDs to ushort, update invalid value logic
- Add thread safety to SceneManager and ComponentRegistry
- Add GHOST_ZERO_INIT_COMPONENT define for editor configs
- Update mesh header counts to use int, not uint
- Add Collect methods for archetype/component cleanup
- Add With/Without/AsView to ComponentSet for easier use
- Refactor World creation/destruction, version handling
- Refactor ResourceStreamingContext to use init-only props
- Add unit tests for entity queries and world lifecycle
- Minor code cleanups and formatting fixes
Added Debug_Editor/Release_Editor configs to all projects and solution. Refactored test utilities into Ghost.TestCore and updated references. Introduced DXCBindingTest for shader compilation. Updated conditional compilation to use GHOST_EDITOR. Improved platform mappings and performed minor code cleanup.