Make effects.BubbleTrail not turn start/end pos into mins/maxs
Added Lua mesh skinning support
* Added `mesh.BoneData( index, matrixId, weight )`
* Added second argument to `Global.Mesh` - boneWeights
* Added `IMesh:DrawSkinned( matrixTable )`
Minor cleanups
Fixed DrawSkinned affecting underwater rendering
* By applying the model matrix to the Draw() call
Some more than minor cleanups of probably unused stuff
Fill remaining matrices with identity ones for DrawSkinned
* In case some silly goober doesn't give it enough or gives none
Fix handling of userdata members from tables
Fix potential crash with malformed models