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This PR adds various fixes to the GLTF exporter: - Merc and TIE envmaps now properly extract - Changed joint offset in `convert_per_vertex_data` since we now export the `align` bone - The bone accessor for merc models now uses `TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE`, fixing a decompiler crash when attempting to reimport an extracted model into the game without first importing it into Blender and re-exporting - All model buffers now get merged into one large buffer before export, saving some space and increasing parsing speed of GLB files - Tfrags, TIEs and shrubs are now no longer stored in one giant mesh per tree and get grouped into categories: - Tfrags will be grouped by the tfrag tree name they come from (normal, trans, dirt, ice, etc.) and get separated by the texture their material uses (tfrags are not instanced, so this is the next best solution) - TIEs and shrubs get grouped by tree index and separated by their proto name (TIE wind will also be grouped separately) <img width="1630" height="1716" alt="image" src="https://github.com/user-attachments/assets/2ce31795-a445-4a0d-982d-413fd51833b2" /> <img width="497" height="291" alt="image" src="https://github.com/user-attachments/assets/a8b44073-a33e-4c40-a5d7-2c7a328a86b4" /> <img width="484" height="750" alt="image" src="https://github.com/user-attachments/assets/15392b94-60f3-4fee-97c5-cc6a50d298d5" /> <img width="525" height="684" alt="image" src="https://github.com/user-attachments/assets/e3814105-7538-4028-9129-63b21d432528" /> <img width="1221" height="1298" alt="image" src="https://github.com/user-attachments/assets/7aefa662-890a-4be8-9540-3e63fff52f28" />