Fixing matrix (octet works with transposed matrixes) and adding functionality to recognize BoneNode
Adding a new dictionary to handle all scene_nodes!
Adding info of the current instance (with an atom) to the Skin
In openGEX_Skin, getting a smart way to detect if it has or not a given substructure. If there is time copy this to other structures that need to track the substructure! Bool is lighter than int!!
Changing completely the way that resource_dict is handeled inside the openGEX_lexer.h. Now it's a pointer to the resource. This is to avoid sending it through all the functions!
Creating the structure Skeleton. Need to add BoneRefArray and link to Transform. Fixing the way to call to Skeleton with atom_t (cheaper)!
Adding the possibility to receive a longer data_array_list of transforms (to be able to use Skeleton!). To fix this I had to change all the functions call to Transform, and also change every single occurrency of mat4t in structures calling for Transform, Translate, Rotate or Scale, as the first one needs an array, but for the others is enough only one element!!! (And indeed, in those Structures that only expect one single transform, it will only get the first transform!
Adding some safety when calling to the matrixes (to be sure that at least there is one element. Also, fixing the Transform structure loops, as it was using i inside i (and even though it was working properly, I wanted to make it more understandable!
Adding a detection to avoid having more ocurrencies of once only classes inside Skeleton.