The Parallax already supported filter quality, but the loader methods were missing parameters for it to be passed to the loaded instances, making it impossible (unless manually loading) to set a filter quality in a parallax.
By setting a filter quality to none (which on flutter means that the next neighbour algorithm will be user) on pixel art sprites we can keep the crisp look that that style of art demands.
* Animations, CameraAndViewport, CollisionDetection and Components unified
* Added descriptions to effects
* Rename input games
* Unify input stories
* Add info to parallax section
* Added descriptions to the rendering examples
* Add descriptions to the sprites directory
* Fix utils and rendering section
* Add descriptions to the widgets section
* Delete directory that rebase brought back
* Unify game names
* Added some styleguide docs for examples
* Fix analyze issues
* All files should have _example as suffix
* Made the FollowComponentExample a bit easier to understand
* Change priority of ember