Add CSC (Composite Scene) editor#371
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- WpfMouse: a missed hit-test mid-drag no longer stops position tracking before the button is released, so fast mouse movement during a capture drag doesn't freeze the cursor. - ComplexMeshLoader: nested <VARIANT_MESH> children under a <SLOT> were losing their attach_point name (the recursive call passed the outer attachmentPointName through instead of slot.AttachmentPoint). - SkeletonBoneAnimationResolver: added a bind-pose fallback when no animation frame is available and a bounds check against BoneCount, so attach_point/rigid-bone meshes don't collapse to the model origin. - Pin SQLitePCLRaw.bundle_e_sqlite3 2.1.12 in the three TreatWarningsAsErrors projects that pull in a vulnerable transitive version (NU1903 audit advisory). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Adds a full editor for Total War .csc files: an ESF envelope reader/writer (Shared/GameFiles/Esf, ported from RPFM's ESF format handling), CSC-specific grammar detectors for ROOT/ELEMENT/ COMPOSITE_SCENE (Shared/GameFiles/CSC), and the editor itself (Editors/CscEditor) - scene graph building, skeletal animation playback/blending/splicing across overlapping bindings, a custom gizmo, a keyframe curve editor, and a look-through-camera porthole preview. Supporting engine changes needed by the editor: - Camera: ViewMatrixOverride/ProjectionMatrixOverride for looking through a scene-defined camera. - RenderEngineComponent/RenderTargetHelper: HideGrid, SquareRenderSize and an alpha-preserving LastFrame for the porthole preview. - GameSkeleton.CreateFromAnimationFile: builds a skeleton directly from an animation's own bone table for "ad-hoc" skeletons that have no dedicated skeleton file (e.g. building-destruction rigs) - also wired into SceneObjectEditor.SetAnimation for every editor. - AnimationPlayer.SetManualFrame: lets external code inject an already-sampled frame, used for cross-fading overlapping clips. - Rmv2MeshNode: corrected bone-attach and pivot composition order, and a new AttachmentOuterWorld slot so CSC's flat scene graph (which must push a leaf's full world into ModelMatrix for picking) and Kitbasher's nested scenegraph can share the same attach-bone resolver without one clobbering the other. 22 new unit tests (ESF round-trip, channel evaluation, scene round-trip with hierarchy/keyframes, nested-element handling). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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Summary
Test plan