Augment overview page with module descriptions
Fix bug with CbType not properly tracking only those objects isnide
of a space.

Fix bug in clearing a Space for DynAABBBroadPhase.
Fix bug with interactors not being correctly ordered in all cases
for interaction events.
update contributors
merge master
Remove Contact duplicated propeties from Arbiter.

Have Arbiter friction/elasticity mutable in PreListener and
persistant till destruction.

Update demoes to current code base.

Generalise DocProcessor firstline logic to deal with differing
haxe versions having possible empty first line for /** part of
doc comment.
Remove Distance class, replaced with SweepDistance using
more general algorithm to compute both distance if seperated,
and penetration distance if intersecting with witness points in
both cases between two Shapes, or two Bodies with optimisation
on search. No GJK necessary!

Modify public Geom class to use this method.

Added Geom::distanceBody and intersectsBody for operations between
two Bodies.

Change List::filter back to previous behaviour (true keeps element)
Have worldCOM for user only set on worldCOM validate method
rather than internal validate_worldCOM
add internal sweepCoef property to Shapes defining the coeffecient
used to scale with angular velocity magnitude to bias conservative
advancement. Computed the difference between max and minimum positive
radius (so things like circle at centre have 0 bias, and square has much
smaller bias than a thin rectangle). In this manner we improve
performance without permitting tunelling.

Fixed some bugs, and added internal SweepDistance::staticSweep performing
a conservative advancement of the shape of one dynamic body, against
shape of a static body.

To this effect added sweepIntegrate and sweepVerify for optimised
variants of updatePos() from Space on a single body making use of
delta_rot to reduce number of calls to Math.sin/cos. and sweepVerify
performing optimised recalculation of worldCOM (circle) and world
vertices and axi (Polygon).
Add dynamicSweep method to SweepDistance.
Honestly... shrugs?
Started on continous collisions properly.

ERROR_CASE TO ACCOUNT FOR:

Consider a long box that is intersecting ground at one point and rotating fast.
We need to try and find the TOI as being when (during it's fast rotation) the other side
of box hits ground.
Continous colilsions going well.

static-dynamic seems to be very well performing at present, fast rotating 1px thick beams
coliding continuously at 500px/s velocities against 1px thick borders. No tunneling,
no excessive stalling.

Object velocities implicitly capped to rotate no more than one revolution per frame during
continuous physics, with cap then applied to normal velocity post-collision so that
projections of velocities in contacts remains accurate after the velocity iterations
that come beforehand.

Final 'give up' case when iterations are reached; freeze object at it's (non colliding) TOI
and zero the angular velocities (which cause this) so as to prevent tunnelling.

Presently invoking the narrowPhase to compute contact points to be used in the following
positional iterations. Should be merged as well as merging the logic in space::preStep for
begin/end callbacks.

Also need to handle a prelistener telling nape to ignore the (continuous) collision.
Run it, you'll see what's wrong.

HOLIDAY