d76411e66c6a4ea52c2fc3d3ad61630eb57317e5: Noticed while debugging other things that I'd made a dumb and bounding boxes weren't calculating properly when the model wasn't centered around the origin (i.e. most gear, whoops). This just swaps the default bounding box to infinity negatively-spaced such that min/max behave themselves.
8487661bc80f4b19ffe5f695f6e38496a3be794e: Changes some of the vertex formats used for imports to use higher-precision float values. This will increase the size of imported models, but we're talking a few kB here and there, nothing major - and is in line with what TT is already doing (not that that's something to copy, per se). I did consider wiring up an ImportConfig for this, but I can just see the guides all saying to always tick it, so why bother.
b2bd31a1663b67d2bce4546c4f4aa7518c4bd04e: glTF meshes can contain 1 or more primitives, previously i was only importing the first, and erroring if others existed. this eases up on that error, allowing it to import the vertex data from them, even if it ignores the materials they represent. this makes it easier to author files, as it's quite easy to accidentally end up with multiple materials on one mesh when e.g. creating a mashup. this is a fairly chonky commit, but most of it is just procedural work. there's a lot of similarities now between meshimporter and the now-reduced-workload submesh importer - i'll be revisiting this structure whenever i get around to building the transformation pipeline, as it will need a more sturdy intermediary class structure.
Requires https://github.com/Ottermandias/Penumbra.GameData/pull/14
ImportConfig
for this, but I can just see the guides all saying to always tick it, so why bother.