some fixes to character movement, spherecast
more updates to character motion
giving up on sphere collisions for character
found a few bugs in spherecast that made it much slower than necessary
much work on how states are loaded, no longer requires ajax request, but is sent via websocket. Also, handle edge case where avatars are not replicated when two people sign in at once. hopefully, this will deal with all the issues around 2 simultanious logins
Fix server so it cannot access whole filesystem. Change the way that scenes are loaded, hopefully fixing the problems with simultanious logins. Some updates to transform tools for better editing
finally got collisions working acceptably. It's slower, but it works, and is not prone to exploding like the last one was. The real trick is making sure that at worst, the algorithm does not allow the body to penetrate. It must bail out to denying movement, so you can't get so deeply into a mesh. Also, have to recurse to find proper movement vector. I'm limiting to a max depth of 10, if we dont get a solution by then, bail and deny movement
remove a debugger statement
what I hope will be some login/logout avatar fixes
more work on simultnious login
better support for logins atexact same time. Seems to work. Client must not answer getstate request while it has pending loads, otherwise, messages are sent to it, not included in it's state, thus lost for joining clients that were too late for the original message, but too early to see it reflected in the state that is replicated.
more work on simultanious loads
found small bug when attempting to move object you do not have permission to
big fixes to synchronous loading, avatar sync
Merge pull request #50 from adlnet/landing_page

Misc landing page updates
fix async loading for failed assets. switch back to old character collision code
client timeotu
start dialog system'
Merge branch 'node_threejs' of https://github.com/adlnet/vwf into node_threejs
fix for loading blank scene problem