* docs: quick update of readme and windows screenshots for vs 2022
* update the docs portal to be better on mobile, support videos, and better gallery
* docs: re-generate site
* optimize sprite texture flush + update shaders
* fix bugs
* change logic a bit
* crunch PNGs
* hud size fix
* clang
* remove shaders from list
* use really small alpha cut-off point for sprites
* ad `flat` to vertex shaders too
* increase cut-off very slightly
* take *2 into account
* ok for real this should be good enough
* 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
* 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
* improve debugger disasm, `:sym-name` and fix Windows builds
* >:(
* use this inline constexpr thing??
* fine use strings then
* please.... please work...
* fix windows debugger oopsie
* display rip as goal addr as well
* [debugger] attempt to backtrace even if landed on some garbage memory
* Update CMakePresets.json
* wip, taking a break to work on asm stuff first
* the goal code for sparticle
* mips2c the first sparticle asm function
* temp
* particle processing no longer crashing
* temp
* working texture cache for vi1 and hud textures
* sprites
* cleanup 1
* temp
* temp
* add zstd library
* temp
* working
* tests
* include fix
* uncomment
* better decomp of sparticle stuff, part 1
* update references
* add support for non virtual states
* typecheck go
* start on virtual states
* more support for virtual states
* offline passes
* fix tests
* use behavior shortcut instead of lambda
* final cleanup of virtual go
* unused var warnings and fix inconsistent enum decompile order on win vs linux
* fix thread safety bug with goal symbol table and vif1 interrupt handler
* fix type mistake
* clean up allocator interface to be simpler
* working on functions without spills
* working for all
* fix missing includes for windows
* more windows includes
* initialize regs to zero so printing value unintiailized by game code is repeatable
* temp
* working, but type pass got really slow
* clean up
* changelog and flip order
* clean up and add tests
* fix zero size array
* handle lambdas correctly
* another windows fix
* support setting and accessing fields of a 128-bit bitfield
* remove print
* rework static constants
* support 128-bit bitfields as part of static structures
* dynamic construction