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.
Fixes for the Projection matrix, FOV.
There was a confusion between the Projection of the Node onto the Screen, and the Projection of the Cubits on the Node.
Further corrections.
Convert RubikCube to the new V&F center schema!
Merge branch 'empty-matrix-effects-in-the-center' into modern-empty-matrix-effects-in-the-center
Move the 'pre-multiply mesh before applying any effects' thing from [(Xsize of texture, Ysize of texture) x Mesh's zFactor] to Effects.setStretch(sx,sy,sz)
Making the Dialogs more consistent.
Invert the order of Matrix Effects. Now, just as in the other queues, the first matrix effect is actually the first to act on the object - not the other way around!
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.