Possibly fixed a bug?
Pause feature implemented. A few segfaulting issues present
Uh, okay. Not sure why this issue hasn't come up *without* pausing, but it seems to have been another 'sanitize the null cMove case' problem, and this fixes it
Uh, oops. Fixed this fix so that things cancel properly again
Offloading actual collision check to outside of unitcollision function
Fixed engine-wide edge case re: 1 character (No need for select menu)
Update Readme.md
Small change allows projectiles to be summoned that are neutral (Hit either player) or enemy-aligned (Hit the summoning player)
Merge branch 'alpha' of github:Advael/GUFG into alpha
Adjusted some values to be more general
Adjusted vertical residual rules slightly
Small fix
Whoops
Oh so many things

Conflicts:
	content/characters/black/E.mv
	content/characters/black/holes/horizon.ch
	content/characters/black/holes/release.mv
	content/characters/black/j214D.mv
Yes, this breaks pretty much everything about black, but it is in fact how this should be handled

Conflicts:
	content/characters/black/holes/unit.mv
Initial commit
Did this initial thing
Oops, added executable
Merge remote-tracking branch 'tdengine/master' into alpha
Woo