Collision rotation around origin - proof of concept
Move and rotate buttons - no dialogs yet
Rewrote the model editor to use a base class instead of an interface so code can be shared between Brawlbox and Ikarus. Also includes SCN0 bug fixes, minor REFF work, and better MDL0 billboard bone support
Other minor changes
Work on popup to ask for trans/rot/scale
Temporarily removing two files I forgot to remove earlier
Working on those getting those SYMB IDs generated so we can add/remove things from RSAR
Implement collision transform (control/dialog) and fix a bug in NumericInputBox when initialized with a value in designer
Merge branch 'rotate_collisions'
Fix errors again
Merge branch 'master' of https://github.com/BlackJax96/brawltools

Conflicts:
	BrawlBox/BrawlBox.csproj
	BrawlBox/UI/CollisionEditor.cs
	BrawlBox/UI/Model Previewer/ModelEditControl/Animation.cs
	BrawlBox/UI/Model Previewer/ModelEditControl/Rendering.cs
	BrawlLib/BrawlLib.csproj
	BrawlLib/Modeling/PrimitiveManager.cs
	BrawlLib/System/Windows/Controls/ModelViewer/Editors/SCN0Editor.cs
	BrawlLib/System/Windows/Controls/ModelViewer/Panels/KeyframePanel.cs
Merge branch 'master' of https://github.com/libertyernie/brawltools
Manual merging
Remove unnecessary messagebox on zoom extents with no bone selected, and default chkZoomExtents.Enabled to false, since selected bone doesn't change until someone actually clicks a bone. This way, the zoom extents button will always be disabled if no bone is selected
Type in IRenderedObject & move bone rendering code to Rendering.cs in base class, making IBoneNode also IRendered object as a result. This allows more flexability in the code, and also implies that to create a new bone node type for use with the editor, you must write the rendering code as part of the bone, rather than the model.
Render non Foreground bones (bones not part of TargetModel) as red, to easily and visually distinguish what bones your actually currently able to select.
Changelog
Merge branch 'master'