Avoid some of the I/O to determine texture/sampler names (now only the shpk files are re-read from disk, the sampler IDs are pulled from the in-memory structures already used by ME99) ;
This should make the texture name guesser more effective, as a side-effect.
Skeletons
Use the in-memory skeleton structure to pull all the relevant sklb files, not just the base one (obligatory "Xande when?" :trollface:) ;
Add skp files, as sub-nodes of associated sklb files.
Shaders and Textures
Pull the full paths from the resource handles instead of resolving them through the collection, for consistency with the rest of the system.
General back-end
Pull both instantiated object address and resource handle, where applicable, to show them in debug mode ;
Deduplicate nodes where applicable, to avoid recalculation of the whole sub-tree of shared materials – technically, that makes the thing a Resource DAG, not a tree anymore, I didn't rename it though ;
Make redacting of full paths that are neither vanilla paths nor within the Penumbra root directory optional, in preparation of "get local player redirections" IPC (in On-Screen / Import from Screen, they will stay redacted).
Resource Tree Viewer
Add ChangedItem-like icons to the rows ;
Rework the fold/unfold glyphs (using the same as the sampler fold/unfold buttons in ME99) and alignment ;
Make sure a row won't appear unfoldable if it has no visible child rows (i. e. not in debug mode and all child rows are internal, which can happen now with skp) ;
Materials
Skeletons
Shaders and Textures
General back-end
Resource Tree Viewer