Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.
Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.Next: convert the last part, i.e. the float effect parameters.
Bugfix.
Introducing UBO to Effect Queues: step 1.
Fixes for pausing and restarting.
First attempt at the MeshBase.apply(VertexEffect) API.
Lower requirements - now only OpenGL ES 3.0 is required; if running on such platform, OIT part of the API ( which is the only one which actually requires 3.1) is switched off.
Moving the Vertex and Fragment centers of effect to the center of the Mesh.
Simplify the way applications can get notifications when an effect finishes.
Now, instead of the 'DistortedEffects.(de)registerForNotifications()' 2 APIs, we call a single 'Effect.notifyWhenFinished()'.
Correct the Legal notice.
Rename all the classes that are not exported to application to 'Internal'
Finally move the EffectQueues to their own package.