The new Keyframe branch
added projects to keyframe branch
Merge branch 'SceneManagement' into feat_keyframe_animation

Conflicts:
	src/Engine/Examples/SolarSystem/Solar.cs
Added Base Class for the Channels and created a Animation Class that contains a List of Channels of BaseChannels. The User can now use Lerp Class that provides basic linear interpolation for some standard types as float or float4x4.

Signed-off-by: xMotUx <WaldemarRose@gmx.de>
Added Xirkit a tool that enables the user to combine properties of different obejcts and do enable calculation between these properties. Xirkit is now able to use float4x4 and double4x4.

Signed-off-by: xMotUx <WaldemarRose@gmx.de>
Animation Class was extended its now possible to Animate specific fields in Objects. Now it is possible to, assign a channel to a that is inherited in an object.

Added new functionality in Animation Class. It's now possible to chose one of two animation modes loop and ping pong.

Extended 3 Classes of Xirkit:
- Xirkit/Circuit.cs
- Xirkit/Node.cs
- Xirkit/PinFactory.cs

Signed-off-by: xMotUx <WaldemarRose@gmx.de>
First implementation of text but still glyph-by-glyph rendering
Improved implementation by using a texture atlas
Optimized the channel and animation class.

Now it is not necessary to have a keyframe in one channel.
Merge branch 'develop' into feat_keyframe_animation

Conflicts:
	src/Engine/Examples/SolarSystem/Solar.cs
develop in keyframe

Merged the develop branch in the keyframe branch.
More improvements + Ready for JS implementation
- added LoadSystemFont
- moved stuff from RCImp to RC
- added kerning
Merge branch 'develop' into feat_keyframe_animation

Conflicts:
	ExternalBinaries/JSIL
Merge branch 'develop' into feat_keyframe_animation
Implemented text stuff in JS
- TextMeshes for Prerendering of Text
- Using our default render methods now
- Changed some shorts to ushorts
Implemented the same in Imp.WebGL.
Initial commit

first GameController methods
GameController Implementation
GetAxis Function