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v0.7.0

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v0.7.0: bone weight preservation, multi-mesh viewer, clean pipeline fix

- Add --preserve-weights flag to simplify, voxel, and clean commands
  that transfers bone weights from input to output via nearest-vertex
  lookup, preserving JOINTS_0/WEIGHTS_0/skin/animations in GLB output
- Extend GLB writer with full skin data support: joint nodes, inverse
  bind matrices, per-vertex joint indices and weights, animation clips
- Viewer: default to first mesh when GLB has multiple meshes instead of
  erroring; N/P keys to cycle through meshes; show mesh name in UI
- Fix clean pipeline: simplify voxel output even with small holes
  instead of falling back to direct QEM on the original non-manifold mesh
- Suppress baby_shark panic output during catch_unwind fallback paths

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

v0.6.0

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v0.6.0: skeleton animation, BVH overlay, sprite sheets, texture rende…

…ring

Add skeletal animation playback with GPU skinning, BVH motion capture
overlay with automatic joint matching, standalone BVH viewer, sprite
sheet atlas rendering, GLB baseColorTexture with UV mapping, and
--no-center/--scale/--animation/--frame/--frames/--angles flags.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

v0.5.1

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v0.5.1: fix GLB material detection, add camera overrides to render

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

v0.5.0

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v0.5.0: headless rendering, material colors, 3MF support

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>

v0.4.2

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fix remote rotation

v0.4.1

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v0.4.1, can toggle vsync

v0.4.0

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Merge branch 'wgpu'

v0.3.2

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add version and `remote quit`

v0.3.1

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fix remote load

v0.3.0

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Cargo.lock