Outlined the Logic Engine portion.

The primary intention being to simulate synchronous logic in an
asynchronous environment. Useful for game engines where you are
constantly rendering to the screen, playing music, communicating,
interacting, etc, but still have a logical flow. Convenient in overall
program flow management; core logic will still be done separately from
this ( ie: if you collide with a bullet, you loose health. vs: if you
collide with a checkpoint, a cut scene will play ).

I need to finish outlining / revising the StateTrigger and
StateTriggerSet classes, as something is missing, and I'm too tired to
isolate it. A second commit is coming, as I've moved the .nmf file into
the bin/ folder, and updated the .gitignore file to only exclude files
ending in exe ( pexe, nexe, exe ) vs ignoring everything. Which is a
better strategy, anyways, I guess.