enable dynamic vbo and a way to change it (doesn't seem to impact performance if treated as static)
added surface.SetRectUV(x,y w,h, sx,sy)
added surface.SetRectColors(cbl, ctl, ctr, cbr)
refactoring and more progress
faster surface.SetRectUV
string.explode is now cached
removed default mirror texture flags
wip bindless buffers
some jit tests