Added a camera. The follow logic is broken.

Something's not right with normalizing vectors, and the sqrt function is
likely to be the culprit.
Fix an overflow bug in Fixed for multiplies

This also fixes the sqrt issue from the previous commit; turns out the
multiply operation was overflowing internally, even when the destination
could hold the final result.
Try to fix floor plane glitching; this is better.

Seems that anything which touches the back-plane at all on real hardware
is not clipped properly. Not sure if there's a good fix for this; the
hardware may be intentionally dropping polygons on the back plane? Needs
testing.
Move color timing to a debug key

It's also off by default now. The color timings in DrawableEntity are
presently disabled entirely; I may go add them back in later.
Flag ground-plane triangles for rear plane clipping

Fixes nasty glitch issues with the ground plane when it intersects a
pass boundary. (.dsgx exporter was already doing this.)
Add textured eyes to the pikmin model
Whoops, attach the eyes to the head so they move

Also add some extra lights, so we can work in rendered mode and not have
to deal with a shadowy mess
Very crude texture loading example

More correct approach incoming
Minor fixes to pikmin
Greatly reduce the pikmin eye texture size

Also made the eyes a little bit bigger, as they're hard to see onscreen
otherwise.
Move the debug console to BANK_H

This causes it to magically re-appear. It seems that the console wasn't
too happy when I accidentally used its memory for 3D textures instead.
Implement basic targeting AI for pikmin

This is still crude, and is mostly to keep them inside the debug square
to facilitate debugging the multipass engine.
Fix a divide by zero in Vector3.normalize()

Attempting to normalize a vector with length 0 results in a divide by
zero; instead of crashing, we detect this (plausible) condition and
return a saner result: Vec3{0,0,0}. (While mathematically incorrect,
this will prevent the engine crashing due to rounding errors and such.)
Fix captain turning logic

Always, *always* remember to call degreeToAngle folks. Headaches. Much
caffeine.
Add movement to olimar, based on d-pad and camera

Finally, a controllable player character! The code needs to be cleaned,
but the basic concept is there.
Fix a rotation bug, and implement camera controls

Pressing L will center the camera behind the captain. L+R will cycle
between follow distances. R still adjusts the height.
Dial back FOV to a more sane 45deg

Also moved it into project settings
Make it green! And checkered! (ground plane)
Fix ground plane sizing, and implement better color

Ground plane is now actually the width you specify, instead of being
entirely wrong. Checker color now uses color/2, as opposed to a funky
mask; this is more correct and more tolerant of weird hues.
Remove arbitrary debug code

Speedup x10, acquired!