With the new changes to GDExtension in Godot's 4.2 beta release, do you think the issue of tint black will be solved? I have a project that heavily relies on tint black as a recoloring tool, and I'd love to be able to switch from Unity to Godot, but I've read here on the forums that there were some problems with implementing this feature into the spine-godot runtime i.e. the inability to "submit an additional vertex attribute, when sending meshes to the GPU".