.Initial release for 1.19.3.
.Potential breaking change: If your model is in glTF V2 format and material properties inside extras of materials does not exist, it will try using corresponding properties of glTF V2 material before using the "Default Value".
Plaese visit wiki page for more info: https://github.com/ModularMods/MCglTF/wiki/From-3D-modeling-software-to-Minecraft#gltf-v2-material-sp
.One vertex can be now control by more than 4 bones, but this kind of mesh will use software skinning only.
.Fix TEXCOORD_1 attribute for mc_midTexCoord using wrong morph target.
.Fix RenderedGltfModelGL30 and RenderedGltfModelGL20 not generate Mikk tangent morph target in processMeshPrimitiveModelMikkTangent() of vertex skinning.
.Remove every GL13.glClientActiveTexture(COLOR_MAP_INDEX); for being unnecessary.
.Fix rendering glitch and game crash on GL20 profile.
.One vertex can be now control by more than 4 bones, but this kind of mesh will use software skinning only.
.Fix TEXCOORD_1 attribute for mc_midTexCoord using wrong morph target.
.Fix RenderedGltfModelGL30 and RenderedGltfModelGL20 not generate Mikk tangent morph target in processMeshPrimitiveModelMikkTangent() of vertex skinning.
.Remove every GL13.glClientActiveTexture(COLOR_MAP_INDEX); for being unnecessary.
.Fix rendering glitch and game crash on GL20 profile.