Added few missing !PERFORMANCE_MODE in Vector.cs.
Changed IndexBuffer3D.uploadFromArray() to reuse memory buffer.
  Before we were reallocating a new temporary buffer every time, now
  we reuse the same buffer and avoid a lot of temporary allocations.
Added a way for invoker to get the name of the invoked method.
  This is used for debugging purpose (like track the event listeners, etc.)
Added a way to trace event dispatches in debug.
Reduced memory allocations in Timer implementation.
  We re-use timer events (TIMER and TIMER_COMPLETE) as it is safe as
    timer dispatches are not re-entrant.
  Active list of timers has been changed so it now does not create a
    new array every time (actually 2 arrays as with current compiler bug
    evaluates foreach expression twice).

  Note that a bit more work is needed to handle more gracefully inactive
    timers (timers with no listener). We should not even dispatch the
    TIMER event if that's the case.
Some changes in Vector.EnsureCapacity().
  Removed fixed check in performance mode.
  Made EnsureCapacity() public so user code can take advantage of it.

  Changed math behind vector growth.
  Instead of multiplying the old size by 2 until it is big enough, we
    just use the asked size + 20%. Simpler, faster and better tradeoff
    in term of memory used and future growth.