Built the WebGLLayer which creates sprite sheets based on what CocoSprites are given to it.
Merge branch 'master' into feature/webgl
Built most of the WebGLSprite.
Merge branch 'master' into feature/webgl
Got the WebGLSprite to work with nested MovieClips.
Tweaked the most recent tests.
Integrated WebGLLayer and WebGLSprite with CocoSprite.
Disabled some features in CocoSprite that'll have to be added back later.
Moved more logic from CocoSprite, like determining registration points for a given animation, to WebGLSprite.
WebGLSprite can now display either rendering containers or SpriteSheets.
Initial integration of SpriteBoss with the WebGLLayer and all else.
Added a test to make sure the WebGLLayer ended up with the right number of children after multiple renderings. Fixed something that was breaking WebGLLayer and WebGLSprite tests.
Container renderings are now dependent on resolution.
Merged conflicts.
Merged conflicts.
WebGLLayer now re-renders itself at a lower resolution if it's too big.
Fixed rotation not being updated after a new SpriteSheet is built.
Fixed some tests when run on karma.
Got the SpriteBoss to handle removing sprites again.
Added some explanations for the SpriteBoss test setup.
Had apparently switched the SpriteBoss tests to use a regular Stage instead of a SpriteStage. Switched it back, and fixed a subsequent bug with the Layer responding to Camera events (apparently SpriteStage does not take regX/Y or scaleX/Y into account).
Fixed a test.
WebGLSprites of all types no longer display anything at all if their required data hasn't been rendered.