* fixed bug in bindings being evaluated late that resulted in exceptions if first material in drop down did not support all control properties
* added base of material that will become our smart skin importer
* extended functionality to build shell mat for skin mat retro fitting
* brought through improvements in param iteration from MaxUnityBridge
* needs cleanup but can now create arbitrary classes and set properties independent of maxscript, as demoed with shell
* Modified materials processing code to take template from library maintained by user instead of sample slots
(this makes it system wide rather than scene wide)
* Added class to present library programatically and monitor for changes making as close as we can get live link between SME and form
* Added material template selection control to form
* Added ability to select material template by name, but it is not presented anywhere yet
* skin mat import now connects up map to template based on named nodes allowing for more complex templates
* began converting skin import to use native sdk only
* added function publishing interface interaction code
* MaterialTemplate property moved from main plugin into individual materialoptions classes
* MaterialOptions now bind to the material template combo box
* (this allows them to store their own template, preparing for persistant state)
* Cleaned up to make it easier so source structure matches program logic better
* Couple of incomplete classes in here: class to manage persistant state, and class to select material template based on name
* rename by refactoring tool
* added basic glossiness correction to mental ray arch & design material based on emprirically measured values described in Material Properties.xlsx
* no interpolation so far though this should be easy to add
* tested briefly on real models
* updated log messages, adding log levels
* a couple of renames
* project settings update and new image for wiki