QD: Fix distance at which quantum collisions are calculated

Classic MW uses 0.55 * (sig1+sig2), which means that collisions
happen slightly further apart. This distance is significant for
imported models such as sun-on-ground, which depend on precise
distances for heating up.

[#56310972]
Add temperature filtering to sun-on-ground interactive

[#56310972]
very simple pendulum example w/experiment controller

Also useful for refactoring the way the Interactive
Controller and components handle model reset/reload.
add numericOutput to pendulum-graph example
update help tips for example pendulum-grapher
mml-parser handle obstacles with y=0 correctly

This was breaking the targetGame interactives that had obstacles at y=0 (the top). Classic MW had left these y values unspecified in the mml files, rather than writing out 0. mml-parser was converting missing values to undefined, rather than 0. The parsed obstacles ended up with y=0 (the bottom) in the parsed json file.
mml-parser correctly dereferences textbox foreground colors

classic mw does not use the java.awt.Color class to indicate referenced color objects, consequently the existing selector in parseTextBoxes was not finding any referenced foreground colors when converting text boxes.
mml-parser correctly dereference rectangle fill colors
table controller: add resize() and scrolling
pendulum-grapher: make table taller
fix misspellings in sass files
table: improve initial size, replacePropertyRow
table: adjust bottom padding
update inquiry-example interactives

to use new table features
set epsilon to zero for inquiry pendulum models

With lennard jones forces on and epsilon at zero
we'll still get repulsion if pendulum balls collide
but we won't get attractions.
example of using a table for time-series data
table: reset rowIndex on modelLoaded event
table: only need to align td columns in first row
Validate shared electrons count, take into account existing bonds

[#56880056]
Simplify KE->Temperature calculations

No need to calculate average KE using 

   (2 / 2N) * totalKE

when it's quicker to just do

  totalKE / N

and visa-versa.