Fix Observers so can have any number of values passed in for notifications without using an array
Do some heavy work to abstract away input handling from the display/stage an systems Now a single Controller will take in input and pass notifications to systems. Input will still be forwarded to stages if desired, but it is recommended to never manipulate the system through the display.  Stage input handling should only result in visual manipulations.
Decided to explicitly use GameDisplays instead of any InputProcessor Seeing that GameController is made more to link the Display and the System, I felt this was the best approach
Allow nonpersistent scenes
Tweek observables to allow notification of just a type, no values necessary
SceneList is not something necessary for games, they can create their own
Adding some basic notifications helpful for GameSystems
Change notify of observers back to update
Notify is a bad name seeing that they are recieving notifications, not sending them
It also conflicted when you had something implementing and extending both Observer and Observable
Have Observers and Observables link with a lock and key system
Add Bridges to allow classes to adapt one notification type to another
Fix tweens to return proper length of the value list
Restructure Scenes to make good use of new observer code
Also add some JUnit testing for states
Restructure Scenes to make good use of new observer code Also add some JUnit testing for states
Flip the color changing, opacity fading was broken when using Tweens.Color
Add a method that'll allow spawning of message bubbles in game displays
Add UV Texture Coordinate Tweening for Sprites
This extremely useful if you want things like scrolling, repeating parallax background, like the levels in Beatshot feature
Fix tweening rotation so tweens don't stack and uber accelerate over time
Allow force replacement with scenes
Add quick linking method to join all the different systems of the scene
Clean up SpriteSheet code a little bit
Add method to just pick a frame with a single number.  Auto assumes we're reading across each row in order
Start work on a Tweenable matrix, helpful for doing transformations on meshes