added field round position to TextButton and Text from old gui package, added method draw text using the round position boolean to round the x, y to avoid the linear filtering when rendering text
changed Text and TextButton to have roundPosition true by default
added implementation of setPriority for both NullSound and SuperSound
modified GuiControls to not create a BitmapFont by default, if text button is used then the font should be specified from outside
dunno why taskqueue wasnt created on base class constructor for splash screens, was needed to add custom tasks before splash.init() from external class
update SpriteUpdateSystem to use methods from SpriteComponent instead using the Sprite directly
added optimizationparameters to renderlayerspritebatch
Merge remote-tracking branch 'origin/master'
modified SpriteUpdateSystem to call spriteComponent.update(x, y, w, h, angle) and to process the logic based on stuff from inside the component in the component itself
moved Renderable and RenderableComparator to package render, modified some places to use getters/setters instead of the package protected fields
changed RandomAccessMap to not create ArrayList<> twice and to create the positions ObjectIntMap using 3/2 of the initialSize
modified topToast actor window to use setKeepWithinParent(false) so the window is hidden again with the animation
added extra ward to all GameState method implementations in GameStateDelegateWithInternalStateImpl to avoid calling pause, resume, show, hide, update, render in case gamestate wasnt initialized
just added another test for the case of being inited and disposed, render should not be called again
added totalRenderCalls public field to MeshRenderer
changed to use new version of libgdx, fixed to use Window.setKeepWithinStage() in Actors factory, instead Window.setKeepWithinParent()
added alias2 resource declaration which returns a dataloaderbuilder for an alias resource, which internally returns a dataloader that doesnt unload the referenced resource
changed alias resources declared with dataloaderbuilder to fail if alias resource wasnt found
changed ColorUtils to use Color static methods now that they are on libgdx, we should have changed that long time ago after we added it to libgdx :)
added duplicate textures error information (gpumemutils method and use of it in the textureresourcebuilder)