Refactored scene layer rendering code a bit
Added a convert from stage coordinate flag to pointOccupied method incause you need to check a global stage point. Also leaves it up to the spatial implementation to convert the point based on the scene associated with the controlled renderer
Fixed bug where scrolling renderer texture was initialized with a size of 0 before the size property was set on the component
Tweaked and cleaned up some renderer class code
Added IEventDispatcher interface and code to match original flash event dispatcher code
Added latest starling graphics extension code from github
Added an override to buildG2DObject method to skip creation logic in parent methods when wanting to just overriding the texture creation logic.
Added renderMode and 3D context profile type to sceneViewG2D constructor to pass thru to starling
Changed starling Graphic extension class to remove only the fill children that it adds to the wrapped starling display object instead of removing all display list children
Cleaned up transform of global world point to starling viewport method. Now there is a two step conversion needed.
Using a fast floor math method
Added controllers block to global expressions object
Fixed 2D Parallax and Scrolling renderers to function the same way as the gpu versions for backwards compatibility
Added some additional properties to the ListData component
Changed the global true false values to binary numbers 1 or 0 for controller properties
Fixed a bug in sprite sheet creation when the divider has not fully loaded before the frames have been created. Also fixed caching of the texture packer frame data
Removed duplicate controller keys and added Select and Back control entries to global expression manager