Switch to OpenTK.MathHelper.Clamp in-place of Math.Min+Math.Max.
Add triangle constants for NoAttachment, and empty arrays that need to be assigned.
Change Line to class, and make it store information in the same way as Triangle.
Phase out LineMesh and LineBatch, and change Mesh and MeshBatch to handle Triangles and Lines.
Rewrote a lot of MeshBatch handling. You can now use LineMeshBuilder and TriangleMeshBuilder to create meshes to bind.
MeshBatch now stores most information that was originally passed during the Draw function. Most of these mirror the settings in Scene, but the point is that non-model mesh batches usually don't want those same settings.
Added MeshBatch.DrawPass, so that MeshBatches can be drawn together without semi-transparency cutting things off.
Changed _scene.ResetBatches back to _scene.MeshBatch.Reset in AnimationBatch, this is because ShowVisuals removes the need to reset any other batches.
Fixed LightRotation not matching what it says on the tin. Yaw and pitch are now the only numeric up downs needed to control the lighting.
Changing light rotation will now pop up a visual that shows the light angle for 3 seconds.
Light rotation numeric up downs now wrap at -1 and 360, so that the value can be scrolled endlessly between 0 and 359.
Added tooltips to light rotation numeric up downs.
Added MixtureRate.Alpha, which is non-PSX mixture rate that can be used to fade in and out scene visuals by assigning Alpha to the MeshBuilder.
Moved GizmoId enum outside of Scene, so that we don't need to add Scene. in-front of the enum when using it.
Renamed shader uniform renderMode to lightMode, lightMode 3 is now what used to be lightMode 2, and lightMode 2 is now directional light with no ambient color. Standard false mode is the equivalent of NoAmbient and Unlit render flags.
Added shader uniform colorMode and solidColor, when colorMode is 1, solidColor is used in-place of all vertex colors. With solidColor, it's now possible to never need a second updateMeshData for the Gizmo.
Shader normals are now properly multiplied by the model matrix.
UpdateViewMatrix no longer needs to be called by whatever changes the Camera properties, it's now handled by Scene.
Fix export textures menu items not linking to existing export functions.
Scene.
in-front of the enum when using it.