Adding a dynamic attribute "sceneInterface:linkHash" computed by LinkedScene whenever there's a link to an external file in the hierarchy loaded. The hash is unique as to time remapping and so can be used safely for instancing when reading.
Improving tests to have the comparisons being generic and not depent on specific hash values as they can change over time, but the relations are important.
Adding a new way to convert in CachedConverter where we pass a custom converter object that also is responsible for giving a unique hash.
Adding new constructor to IECoreGL::MeshPrimitive where we can pass the original non-triangulated topology and then, addPrimitiveVariable will triangulate any primvars added. This will be useful for updating scenes in the future.
Also using the CachedConverter for all triangulations and normal computation.
Using the new maxVerticesPerFace() from Mesh when converting to a GL mesh.
Clearing shader setups when adding new primVars for Primitive and CurvesPrimitive. So that gl scene editing will recompute the shaders.
Adding a very low level specific update scene functionality that currently only works for meshes with constant topology in an attempt to optimize the most common case and do a proof of concept.
Adding missing header with the new functions added to SceneShapeInterface.
Fixing updateScene by also updating animated transforms.
Skipping root scene transform when updating the scene (so expanding doesn't apply the transform twice).