* change camera move speed method to use easing curve
* add methods for inversion of Mathf.InterpEaseInOut (might have better alternative)
* add setting for easing curve degree in ViewportOptions
* update camera speed adjustments to use easing curve
* remove unused camera speed values array
* update some comments and namings
* update ViewportOptions to include new default camera settings
* update existing default settings in ViewportOptions
* extract viewport options setup into own method
* initialize new camera settings with default settings in EditorViewport
* add camera panning speed option to camera settings context menu
* add relative panning speed based on distance to camera target to camera settings context menu
* add relative panning option to camera settings context menu
* fix float comparisons
* remove invert panning entry from view widget
* remove unused show/hide method for camera widget
* remove fixed camera speed buttons from camera speed scale widget
* change camera speed scale widget to general camera settings widget
* move all camera-related settings from view mode widget to camera settings widget
* fix some typo
* add possibility to set camera speed manually
* add min/max camera speed options
The null-conditional operator checks for reference equality of the
Object, but doesn't check the validity of the unmanaged pointer. This
check is corrected in cases where the object was not immediately
returned from the bindings layer and may have been destroyed earlier.
1) Added ForegroundViewport as a new color. It is used in the main game viewport (ViewportWidgetButton), and the viewport for rendering of particles and materials. It is needed because the default foreground in a Light theme is black, but black does not work well in a viewport. A new color seemed appropriate.
2) Fixed the profiler window to use the Foreground color in multiple text elements, instead of Color.White (or no default TitleColor). This includes the Row class, Asset class, SingleChart class, Timeline Class, and more.
3) Added a second theme/Style (DefaultLight) to include with the engine. It uses RGB float values because those were easier to transfer from the saved values that I had created (and they're easier for me to edit if necessary). I tried to emulate how the Default theme is created/loaded/etc as closely as possible.