feat: add support for skinned Mesh #4968
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implement skinned mesh for animations :D. all this is done on the gpu and should be significantly faster then updating all the vertex data on the CPU and pushing the mesh data over to the GPU. I keep the old skeletalMesh so we can support both and also address the problems with the original skeletalMesh. I would like to get rid of the offset and ensure the animations stay in sync with the bone animations. i.e if you parent an object to an existing bone entity then I expect it to stay in the correct location. All this does is add the new type without affecting the original.