Stripped out old camera code
Merge branch 'master' into camera-rewrite
New camera target system, json scripting and debug rendering done
Merge remote-tracking branch 'origin/master' into camera-rewrite
Merge remote-tracking branch 'origin/master' into camera-rewrite
Keep track of camera targets for each frame
Calculate camera bounds from targets
Working towards solving for splitscreen
Fixed loading of nested objects when the root includes a base definition
Merge branch 'master' into camera-rewrite
Merge branch 'master' into camera-rewrite
More camera rewrite work
Merge remote-tracking branch 'origin/master' into camera-rewrite
Camera movement based on targets
Handle "ensured" targets
Camera position clamping now handles splitscreen better
ShapeInstanced fragment clipping
Splitscreen clipping for most shaders
Merge branch 'master' into camera-rewrite
Splitscreen culling working for multiple cameras
Factored out camera position / scale handling to CameraFrame class
Fixed zooming in after a player dies
Fixed camera movement when dt is 0
Merge remote-tracking branch 'origin/master' into camera-rewrite
Account for moved centroid of split screen shape again
Merge branch 'master' into camera-rewrite
Fixed AnimatedSpriteControllers not being disabled on reset
Merge branch 'master' into camera-rewrite
Fixed missing script error
SplitFrame and RenderFrame for each player's camera
Fixed merged camera frame updating
Force camera frames to expand if required to fit enforced areas
Merge remote-tracking branch 'origin/master' into camera-rewrite
Shrink view size back down after a delay
New approach to view stretching
Camera splitting / merging re-implemented
Fixed border warning rotation in splitscreen
Fixed glow looking weird near the split when cameras are merged
Added "smoothness" parameter to camera targets
Merge branch 'camera-rewrite'
Re-enable camera position clamping