Merge pull request #6 from MattRix/development

A bunch of minor changes
Merge branch 'development'
Merge branch 'development'
Creating FAtlasElement.Clone()

Useful for if users want to tweak uv coordinates at realtime without
destroying the original element. See:
http://www.reddit.com/r/futile/comments/yaozo/movingscrolling_uvs_at_runtime/
Adding some comments to the utils
Making the default shader use a more stable reference

Now the default shader should be easily editable if users want to do
that.
Laying the groundwork for having multiple stages

Allowing multiple stages has the potential to increase performance a lot
and enable some cool scenarios. Futile.stage will stay as the
main/default stage though.
Updating ProjectSettings
Use the private var not the getter
Major API change: created FScreen (Futile.screen)

Now all the screen-related functionality is inside Futile.screen instead
of on Futile itself... example: Futile.height is now
Futile.screen.height, Futile.instance.SignalResize is
Futile.screen.SignalResize, etc.

In some ways it's a major change, although really it'll probably take
less than 5 minutes to adjust any project to it.
Inverting the arguments of node.LocalToLocal()

The order makes more sense now than it did before. The method returns
the position in the CURRENT node of a point in the OTHER node
Fixing FMatrix's GetRotation()
Allow explicit matrix updates

This is really only to be used if you know you need the matrix for
something right away (rather than it being lazy updated on redraw like
normal).
Check if an atlas has already been loaded

Also renaming atlasName to name, because it was redundant
Renaming atlasName to name because it's redundant
Stages can now be added, removed, and transformed

I'm still working on getting Stage.Follow() working, but it's getting
there :)
New GoKit that fixes a bug in it

Fixing this issue:
http://www.reddit.com/r/futile/comments/ybn1y/issue_with_gokit_or_pebcak/
Don't create a new Color all the time
Allow user to get Futile.instance.camera
Fixing a var name in Color.ApplyMultipliedAlpha()