[boneHnad] fix issue where deferred scene creation would result in a one hand maximum
Fix issue where handMesh would not be cleaned up on hand lost

- was an issue mainly on recordings, where hand ids would be re-used
Fix issue where including plugins would depend on THREE.js
[boneHand] Expose HandMesh on scope
[boneHand] Render after leapmotion pipeline runs, expose scope.render
Automatically scale the view frustum based upon scene scale.
[transform] Do not allow duplicate transformations
Do not attempt transform on invalid frames
[boneHand] Responsivity to transform: camera position, near draw distance, and ensure proper scale
Build
Bump to version 0.1.10
Update changelog
Fix issue where bonehand requires render method
Bump screen position example to 0.6.4
Bump bone hand docs LeapJS version
Add renderDepth to bone meshes

prevents transparency bouncing
Add names to bone meshes

Good: you can now ask a mesh for its name
Bad: scene.getObjectByName will only return one object, and these are
not easily keyed by hand id.
Add 'desktop' setting to bone hand
[boneHand] Allow renderOps (options)
Bump to 0.11pre