[Quest] Define structs from within VL
Especially those which would satisfy the unmanaged constraint.
It could simply be a new entry in the dropdown (Class / Record / Interface / Struct).
Process nodes would not be allowed in such patches to ensure no additional fields get allocated.
One would need a way to order the fields. For example the fields of a vector must be emitted with xyz.
This also makes perfect sense with regard to shaders. This would allow you to use a Spread<VLStruct> directly in the shader. This is currently possible, but you always have to use C#.
The ordering of the fields could then also be adopted for the records/classes. This actually makes sense there too; it's not necessary, but it provides clarity and satisfies my inner perfectionist.