- applied FRFactories to spread new templates to other scenes as well
 - Basic setup to generate animation-specific classes for Operation Visualisation
- Refactored class generation to support stages better (ex. FRAnimationsStagesTemplate)
- Refactored FRAnimation to FR.Animation
- extended animation-specific visualizer class generation (especially for NextAnimation + FRAnimations.randomOperationVisualizer functionality)
- Added VisualizerImplementationStatus. only if it is NONE the animationfile will be regenerated. stage base classes are not re-generated if they exist.
- FRAnimationData.visualizer refactored to only instantiate instance once
- FRAnimationTester to test individual animations + AnimationTest scene
- Basic example (+ some refactoring to make it possible) for Add.MagnetAttractRight
 - Added TransformInspector (part of LugusAPI
 - Added Props and PropFactory to create them (used in custom animations)
 - Added ThrowFootballRightHand example for subtract attacks
 - Refactored Add_Starter example magnetAttractRight
 - Put various extra methods into NumberAnimator
 - Refactored FractionAnimator to use NumberAnimator instead of re-writing the fucntionality for itself
 - Refactored and re-aligned visualization structures
 - SpawnEffect() now moves the effect towards the camera for better perspective (especially in covering hit animations)
 - Multiply example
 - refactored multiply logic to fit with the rest (what does Starter and Receiver mean)
 - divide example basics
 - Added NumberRenderer.VisualizedAsNumerator to assist in correctly showing the renderers in multiply during division visualization
 - started refactoring of the VisualizerDivide to support various animations
 - refactored divide examples to better fit other visualizers
 - added black hole placeholder
 - Added HTML animation breakdown (can be generated from Animator tree)
 - 1s of delay between the transitions in DIVIDE feels pretty good (prevents weird clipping)
 - Refactored blackholes for proper use with divide
 - 2nd divide example (maryPoppins)
 - You can now test Ascend animations with FRAnimationTester
 - NextAnimations() is now default in the operation-base class. Override in animation-specific classes where needed.
Merge branch 'master' of https://github.com/LuGusStudios/FracturedRealm
 - updated FRFactories with new portal and world prefabs
 - WorldFactory now has defaultWorldType which is kept from during editor time as well
 - moved denominator worldPart + denominator camera down by 1000.0f to ensure backgrounds don't overlap (currently only applied in AnimationTest : do this in other scenes as well!)
 - UI background operationButtons changes depending on WorldType
 - game loop implementation started
 - added ScreenFader
 - made sure the game will run more easily on ios and android
 - Basic setup for exercises (needed for decent game loop now)
 - Parsing is almost ready, just need to parse the actual values in the xml (look for this in next commit)
 - Exercise loading now works from file
 - Exercise basic implementation
 - Start of exercise integration into gameloop
 - Basic FRGameTester
 - Big commit of all currently not-implemented operation visualizers (to be able to share commit with other team members)
    (otherwhise we would get compilation errors because the classes are expected in FRAnimations)