It created gaps/unshared vertices in the mesh if the isosurface really has
to cross zero because it was done after the early cell rejection.
If we need it again, it will have to be done before the whole
algorithm, but could need more investigation.
This is a first step to supporting double-precision floats in Godot.
Meshers don't need doubles because vertices, normals and UVs should
never span large enough areas while needing such amount of precision.
Besides, it costs a lot more memory and processing.
- Made a bunch of changes to comply with Godot 4 API
- Use Godot's Vector3i and add the missing stuff with helper functions
- Transvoxel uses custom attributes API, the old way would not work
- Wrap MeshOptimizer in a unique namespace (see build script why)
- Added clang-format file for the module as some rules now differ
- Prevent thirdparty code and lookup tables from being clang-formatted
- Very likely full of runtime bugs that need fixing