* Add remaining levels to build system
* add a particles menu
* Update default-menu.gc
* Update part-tester.gc
* make part tester non-destructive
* Make the "ps2 particles" toggle work!
* Update kmachine.h
* fix test
* fix test
* improve performance on intel graphics
* more tweaks, add a glfinish button
* remove divide in fragment shader
* temp
* add cpu sky blend
* use vao
* change format
* use floats in direct renderer
* format
* format again
* tfrag ice
* temp
* temp
* wip
* more progress on the instance asm
* first half of tie extraction, up to dma lists
* more tie extraction
* first part figured out maybe
* bp1 loop seems to work, bp2 loop does not
* bp1 and bp2 appear working. sadly ip is needed
* ip1 outline, not working ip2
* just kidding, ip2 seems to work
* extraction seems to work
* basic rendering working
* tie fixes
* performance optimization of tie renderer
* hook up tie to engine
* fix more bugs
* cleanup and perf improvements
* fix tests
* ref tests
* mm256i for gcc
* CLANG
* windows
* more compile fixes
* fix fast time of day
* small fixes
* fix after merge
* clang
* update jak 2 config and hack to make game text dumpable
* update stuff
* update src
* do `cspace<-parented-transformq-joint!`
* progress.... kind of...
* more drawable stuff
* clagng
* bones begin
* more bones
* even more bones
* everything builds
* touches
* errors
* ?
* fix `quicksandlurker`
* updates
* update refs
* more fixes
* update refs
* cmake: disable edit&continue flags
* goos: make the build system work for alternate file paths nicely
* vs: update vs config
* vscode: extend terminal buffer!
* vs: fix presets
* debugger: fix exception handler
* game: add logo to application
* decomp: get `cam-master` to "work" -- manually changed return type
* debugger: fix printing issue
* game: get the camera actually working
* game: neutralize the analog sticks
* game: support analog sticks
* tests: update ref tests
* temp commit - inprogress stuff
* fix `send-macro`
* turn camera stuff back on, seems to work. Still kernel-dispatch problem though
* address feedback
* formatting
* temp
* some decomp
* tfrag dma setup
* fix negative label bug
* tfrag dma setup
* tfrag, with pipeline tricks
* kinda works
* cleanup before trying some color stuff
* time of day works
* clean up
* temp before render changes
* a few more fixes
* fix up tests
* clean up
* fix
* fix alignment
* one more cleanup