An untested method to modify individual targets (ie: bones) in an animation so they have a
universal transform, or ignore the animations transforms
Wrote new sceen map which caches images on the buffer level and allows for individual pixels to change. TODO: Documentation.
Have a configurable field in warp action which resets the map view if set to true.
Have the map reset happen in the execute.
Add things other then tiles to the map.
Add documentation, cleanup.
Fixed memory leak in factory key.
Boy am I stupid.
Re-use existing textures when updating the large scene map
Highlight the traversable area of the map in a different color.  Fix memory issue.
Rewrote traversable population to use the incredible constant pi. Pass in new location for map clear.
Rayificate.

- Pointless trig fetish
- why clone entrance?
- objects won't equal null
Add log if we don't run into a tile when finding a walkable path.
Stupid tig not getting all my changes.
Make setLocation() and setSize() final.

They both defer to setBounds(), which is the method to
override if you need to adjust any behavior.
Accept Coord in a few of these methods.

Drivin' by. Reviewin'.
We have a Coord, no point in not using it and then filling
in the reusable coord with those values.
Also allows minor improvement in subclasses.
Log when we can't find a specified property dependency.
It's time for an editable DateRange object.

Checkpoint.
Document that the annotation properties are checked on the setter.
Clean up annotations, document.