[!] Some tidy and small optimizations in VFPU ASM TnL
[+] Added TnL VFPU ASM for Zelda MM point lighting
[+] Added calculations in VFPU ASM for back/front culling triangles
[!] more optimization of VFPU triangle cull test
[-] removed VFPU code for dot in V3 and V4
[!] Proper implementation of Clear_N64DepthBuffer (Fixes crash in SSB)
[~] Some clean ups
[!] Cleaned up MatrixFromN64FixedPoint
[!] Fixed Super Bowling's left screen
[!} Optimization to Conker's light (PC/OSX)
[!] Aligned v2, we can copy 2d vectors more efficiently
[!] Some WIP for vertex fog on PSP (functions on many games that uses the standard TnL. It uses a second pass to blend in the fog)
[-] Reverted some changes from previous commit since it broke texturing in some games and CBFD lights.