Smashing everything in the process :P (need to work on the C side).
However, while bindless is supposedly good for performance, the biggest
gain this will bring is portability: the texture counts are
automatically limited to what the hardware can handle, and the reliance
on push descriptors is removed (though they were nice and did help get
things up and running).
Loading is broken for multi-file image sets due to the way images are
loaded (this needs some thought for making it effecient), but the
Blender environment map loading works.