Implementing first week parity
Adding change renderer action. This action changes the renderer of the scene element it is attached to.
It can make the scene element go back to the original renderer... although I have no means to try it out right now.
I've also updated the tech demo with this action.
Ammending previous commit regarding #pr49. All comments but one integrated.
Ammending previous commit regarding #pr49.
Fix headers generation in formatting in generate-schema profile
Some statics dando por culo
Merge pull request #49 from jtorrente/change-appearance-effect

Adding change renderer action. This action changes the renderer of the s...
Implementing parity-week-01
Merge branch 'master' of https://github.com/e-ucm/ead into parity-week-01
Implementing parity-week-01
Merge branch 'parity-week-01' of https://github.com/jtorrente/ead into parity-week-01
No more statics in the engine
Changes in editor (just to avoid compilation errors)
Merge branch 'master' into enginerefactor

Conflicts:
	engine/core/src/main/java/es/eucm/ead/engine/actors/SceneElementActor.java
	engine/core/src/test/java/es/eucm/ead/engine/tests/GameControllerTest.java
Merge pull request #50 from jtorrente/parity-week-01

Parity week 01
Missing licenes and format
Merge pull request #51 from anserran/enginerefactor

Engine refactor: no more statics in the engine
VarDefs with types, correctly read from game.json and used for engine language

- VarDef types are restricted to string, float, integer and boolean
- VarDef names can be prefixed by '_' to indicate that they are reserved
- VarDef names prefixed by '_g_' are copied to/from subgames ("globals")
- Added I18N initialization in GameController using a LANGUAGE_VAR ("_g_lang")
- Added additional sanity checks to pseudo-properties parsing in i18n
Merge pull request #47 from manuel-freire/vardef-schema

VariableDefs read correctly from json; "lang" variable for game i18n
Renamed some constants. I18N loads default language in initialization