Updated documentation of the Bone class and changed names of the transforms variables and accessors so that they properly describe what they are an are misleading anymore.
Kept old methods as deprecated to not break user code.
Changed all calls to the deprecated methods in the engine.
Upped JME version to 3.1.0 with the tag "snapshot-github"
Somehow trying to get nightly back...
added *.dll to git ignore because I was tired to see extracted natives in my working copy
created a createZipDistribution task on the gradle build
Changed the build so that the produced zip has a valid path
The packaged zip now contains the sources
Fix for handling multiple channels in AnimationEvent
new constructor (variant)
(First commit in github repo)
This is the long-overdue initial check in of KinematicRagdollControl with IK support. It also contains some modifications to Bone. Tested with TestBoneRagdoll to ensure backwards compatibility. Please review.
* Instanced objects are now considered a single object when generating rendering statistics
 * Fix issue where BatchNode.clone() would still re-use the previous BatchNode's data structures
 * Made Geometry.associate/unassociate To/From GroupNode methods public so they can be GeometryGroupNode implementations outside the com.jme3.scene package
 * Added ability to get the geometry start index for GeometryGroupNode implementations
 * Added InstancedNode: easy to use instancing with similar API to BatchNode. The underlying scene graph will be automatically optimized so instancing is used as much as possible, thus reducing number of draw calls and improving performance. Unlike BatchNode, it does not copy the geometry's mesh around, but only its transform. In order for it to work, it requires the Renderer to support the GeometryInstancing capability.
 * Replaced existing instancing test with TestInstanceNode, which demostrates how to use the new InstancedNode by changing the transform, mesh, and material of every instance periodically.
 * The lower-level InstancedGeometry API rewritten: Users don't need to manage the number of instances they have and their indices. Instead, they can use addInstance() and removeInstance() to add and remove instances as desired. Unlike InstancedNode, InstancedGeometry requires all Geometries to have the same mesh and material, but they can have different transforms.
 * Instancing.glsllib now requires the InstanceData to have world transforms instead of world view transforms. As a consequence, users of instancing must specify in the material the world parameters ViewProjectionMatrix and ViewMatrix instead of ProjectionMatrix.
 * Remove InstancedNode.setCullHint(CullHint.Never) from TestInstancedNode example as it is not neccessary
 * Fix ParticleEmitter.control reference which became incorrect after cloning
 * Fix incorrect reset of Geometry members after cloning
 * Make sure InstancedGeometry is non-batchable spatial
 * Fix outstanding cloning related issues in InstancedNode
 * Throw exception if the geometry's material does not support instancing
 * Test the cloning function in TestInstanceNode
Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue
Instancing now works with Lighting material, and shadows are supported with instanced geometries