simplify how transforms work

create own compilation unit for GL context - fixes shader not being created per context

fix iteration order when drawing nodes

increase maximum possible number of 2D layers

add correct interleaving of opaque and transparent sprites

rename font shader to generic sprite shader

minor improvements

implement that nodes inherit the world transform of their parent

add camera and render groups

invert the logic of converting between specialized nodes and the generic interface

fix name of demo binary

fix const-warning

add behavior nodes + restructure test program

add transformation matrix

use tree iterator to free scene nodes

(0) -15 +15 tip

mercurial