At the end of the various material/mesh transformations we do, we were still using a ridiculously simplistic method of mapping RawMaterial to glTF MaterialData.
This switches to using FBX's GetUniqueID(), which should be the law of the land in general. Other model entities may need further investigation as well.
Looks like I never did the required cleanup after my accidental commit back in August.
This deletes the materials classes that were obsoleted back then, and comments out the
large swathes of PhysicalMaterial code that's not currently doing anything (i.e. all the
materials properties that glTF can't currently represent.)
Did not mean to commit/push the current state of master. But rather than
mess up source control history with a force push, I'll just try to hurry
to a stable point.