#1219 Animation refactor
- Heavy changes to animations. This will break a lot/all current implementations. Sorry mates!
- Animation now controls basic implementation of logical animation states.
- Animation3D extends Animation adding basic knowledge of transformable objects.
- Many of the animation classes have been split up to simplify their usage. We really need to be more strict with constructors, I blame myself for the previous state of animations.
- IAnimation provides a more convenient way of generically interacting with animations.
- This commit brought to you by Kirin Ichiban; Brewed For Good Times.
#1219 Rewrote AnimationQueue and added AnimationGroup
- AnimationGroup provides simple method of controlling one or more animations. Animations in a group will be played and paused at the same time. Animations in a group should not be registered to the scene, only the group itself.
- AnimationQueue provides similar functionality to original queue in that animations are played sequentially. As AnimationQueue extends AnimationGroup, only the queue should be registered with the scene.
#1219 Moved bulk of Animation3D to Animation and nearly finished bulk animations handling.
- AnimationGroup is almost done but does not handle RepeatMode properly in testing.
- AnimationQueue appears to work as intended in testing for all RepeatMode options.
#1219 Corrected bugs in AnimationGroup for repeat counts and modes.
#1225 Modified durations to use more detailed method names for get and set to prevent confusion.
Merge pull request #1225 from MasDennis/animation-refactor

AnimationQueue Improvements