Just making a brief commit and thats all to add onto dj's lighting engine improvements because I heard about the PR, in mine I
* allowed all Vtx objects to be manipulated/retrieved
* updated lighting engine demo to be an SM64 night mode with a flashlight
* Fixed longterm bug where lighting bugs out unless you spawn a light
* Added new default LE mode LE_MODE_AFFECT_ALL_SHADED_AND_COLORED which also affects vertex colored surfaces
- Renamed the `new` and `realloc` functions to `create` and `resize`
- Added `delete_all`
- Made Mod Data a class:
- Allocation is now limited to prevent out-of-memory crashes: 1024 display lists of max size 2048 and 1024 vertex buffers of max size 4096 per mod
- Added error codes to identify the cause of a failure (name not found, pointer not found, max size exceeded, item pool is full, ...)
* set_gfx_command part 2
* part 3
* get gfx/vtx from name; copy gfx/vtx
* gfx/vtx dynamic allocation lua
* gfx/vtx_new: don't take level/model/vanilla names
* Clean up gbi constants
* update example
* Isaac review; add gfx_get_next_command and vtx_get_next_vertex
* make all commands length 1; missing NULL checks