refactored where renderers were being packaged - they don't make much sense in the engine package.
refactored 'mTick' to the more descriptive 'mLastStartTime', and made sure to set it when beginning the game loop
added some spacing to the row entry, making them less fiddly to tap
group node translations are only valid for that group - save and restore canvas around draw calls to keep things localised
all actors should be aware of the update call, and should expect to have update called on them.
cleaned out some debugging logs, changed the default circle radius to be a touch larger
only create new connections for existing scans for new data points, otherwise we're just duplicating things
Yay for introducing an animated thing!  Still working out how to do velocities/movement to a point/whatever, but currently we can animate points that have just one connection orbiting around the scan point that they have a connection to!  Some parts are cludged to just work for this scenario, but yay for having something visual working at all :D