Get rid of the wedging issue that was recently made worse. The wedge issue was a race condition between the renderer being loaded and instantiated and the state being bound. Now we fire `all-animations-done` after the renderer is installed in case it hasn't already fired. In addition, when leaving game view we tear out the renderer and reinstantiate it when you come back, to deal with some weird issues when you come back to the same renderer with a different game. That's a bit of a hack (it implies some state that's not being zeroed out), but whatever. Part of #720.
Get rid of the wedging issue that was recently made worse. The wedge issue was a race condition between the renderer being loaded and instantiated and the state being bound. Now we fire `all-animations-done` after the renderer is installed in case it hasn't already fired. In addition, when leaving game view we tear out the renderer and reinstantiate it when you come back, to deal with some weird issues when you come back to the same renderer with a different game. That's a bit of a hack (it implies some state that's not being zeroed out), but whatever. Part of #720.

jkomoros/boardgame,jkomoros/boardgame,jkomoros/boardgame