Inlined / de-ipairs()'d Enable() (sometimes seems to help with coalescing) in shader_helper; some more methods for vertex loader, incorporated into tets polygonizer; destructured indices / iso in tets to avoid conversion NYI; did away with deferring (triggered conversion NYI, for one), inlined descriptors into state, restructured iterator Next() method in small Morton-indexed walker... coalesce NYI's are back, but seems quite fast now; further ray slopes improvements to use LUT's of methods and magic numbers, notes; expanded marching cubes mesh so tets could fit all at once