Transform arm width correctly.

Refactored to only grab the matrix transforms once.  Could be further
refactored to decompose the effectiveParent matrix, to support a scaled
effectiveParent.
[transform] Add VR mode
Clean up duplicate bone hand in util
Fix grunt issue where new lines would be added to the tops of js files
Set up grunt watch

note that uglify is probably the slowest of all the steps, coming in at
pretty quick. Not a good idea to remove it though, don’t want to commit
removed minified files, etc
Step 1 of refactor bone hand to be faster entering the screen.

Still needs arm scaling similar to hand scaling
[bone hand] Arm support w/ cached bone meshes
Remove assertions from playback and plotter

Turns out, they slow down production code:
https://code.google.com/p/chromium/issues/detail?id=427620
http://jsperf.com/assertion-performance
Add Bone-Hand documentation
Update transform docs recording to include arm
Add Transform docs
Add View Source links to docs
Transform will now use optimizeHMD in vr mode
Bump to 0.1.9, update changelog.
Shorten arm bones slightly to appear better
Scale cached, arm spheres. Fix bug where scope.arm wouldn't be checked.
Fix bone where arm width would not scale correctly
Build
Merge branch 'master' into gh-pages