* Fixed gltf missing transforms on load
mend
* extracted Matrix calculation in to static method and added skinning check
* fixed formatting
* Fixed write to access to nullptr when animation has no normals
* Refactored UpdateModelAnimation to only update changed vertices when needed (allows for multi animation playing)
* add check for models that were missed during BindGLTFPrimitiveToBones to not segfault the program
* fixed id mismatch between animation and model
* draft on fixing the mesh to skin mapping
* dont look at this
* removing debug info