It's not used yet as work needs to be done to better support generic
entities, but this is the next step to real-time lighting (though, to be
honest, I expect it will be too slow to be usable).
Never really wanted in the first place (back when I did the plugin
renderers), but I didn't feel like doing the required work to avoid it
at the time. At least with Vulkan being a fresh start in an environment
that's already plugin-friendly, there was no real work involved. I'll
get to the other renderers eventually (especially now that I know gdb
does the right thing when there are multiple functions with the same
name).
It's a tad bogus as it's the lights close to the camera, but it should
at least be a good start once things are working. There's currently
something very wrong with the state of things.
Many surfaces are missing (I suspect it's due to transform stage
management in the index emitter), and currently only the light maps are
rendered (still not binding the correct textures), but the basics are
working.