new branch for animation testing and addes rapidxml and a starting template
created some pseudo code for how the animations will work together with kennrick, and made a simple texture manager
Rename Psuedo code object -> animation entity to pseudo code entity
changed the xml filename
renamed the pseudo code without extension it broke the make, and changed the path to the real.xml
 started writing the animation class for entity's got the loading of files and bones done the only thing left is the animation
uh it does something with the bones but need to find out how transform works so it has a parent to position its self, and the player sprites have a weird bug they dont update in the for loop
added comments to the code to make it more readable
some thinking when really tired and stuff so dunno rawr me sleep bye
did some cool stuff making the animation more oo
created timeline + bone + object + pseudo code for animation